1. Ashes of the Singularity: Escalation
  2. News

Ashes of the Singularity: Escalation News

Daily Deal - Ashes of the Singularity: Escalation, 67% Off

Today's Deal: Save 67% on Ashes of the Singularity: Escalation!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Thursday at 10AM Pacific Time

Map Editor, Steam Workshop and more preview

Greetings!

So what's happening the world of Ashes of the Singularity this month? As some of you know, we have the Siege of Centauri beta going on (a tower defense game in the Ashes universe). You can go to its Steam page to see what is happening there. That game is the result of the underlying work we've been doing for Ashes.

So here is a preview of some of the things we're working on:

  • v2.79 opt-in is currently available. It has some balance, bug fixes and cosmetic improvements. The main limiter is QA time on our end.
  • We are working on a stand-alone map editor for Ashes. This will be a simplified version of the modding editor some modders have made. This one will be more bullet proof and allow people to share their maps via Steam Workshop.
  • New DLC. We've been brainstorming with the community on what they want to see. We're working on some new units and structures.
  • Balance. The Plasma storm feature is probably going to get changed so slow down units rather than kill them. It's a little frustrating to players and basically makes low level units worthless late game.


There's also been a lot of talk about a sequel. We are gung-ho on doing that but we have a lot of thoughts on what would be required for a full-on sequel and we feel that Ashes of the Singularity itself deserves more love. :)

Ashes of the Singularity: Road Map 2019

Lots of exciting things happening with Ashes of the Singularity. With Star Control: Origins released, we've been able to give Ashes some new attention and I wanted to use this post to update you on where we are.



Engine porting

Under the game is the game engine which in Ashes 1.0 was pure Nitrous. These days, we have taken the Nitrous engine and integrated all the cool stuff we've developed over the years (Game engine wise) to create a game-specific engine we call Cider. So right now, we're porting Cider to Linux with Ashes being our first test.

The good news is that we have Ashes kind of sort of working natively on Linux. The bad news is that the performance isn't quite there yet. Vulkan is the graphics platform we're targeting and it's still very young.

New entries in the universe

We are working on a new game in the Ashes of the Singularity universe that we will be announcing next month. Ashes founders will get it either for free or at a steep discount depending on what type of Founder they are.

Ashes sequels

So the short version is that we aren't going to be making new expansions for Ashes of the Singularity I. There might be more DLC but the changes we want to make are a little too radical to have as an expansion. My next post will be talking about what we have in mind for the sequel so you guys can opine on it. But if you liked SupCom or TA then you will really like where we want to take the sequel.

Stay tuned!

v2.76 for Ashes of the Singularity: Escalation improves strategic diversity



Hello, Ashes fans! The new v2.76 update is a minor balance patch, but it’s meant to improve strategic diversity. Most of the changes are subtle, but the heavy cruisers are receiving some significant power reductions.


Martyr

The Martyr is underperforming but buffing it required careful consideration to not give Substrate too much early capping power over PHC. The Martyr is receiving a cost reduction to further distinguish it from the reaper and make it more cost-efficient.

  • Metal Cost reduced from 90 to 75
  • Build time reduced from 19 to 16


Archer

Archers suffered from their targeting priorities where they would bypass dreadnoughts to attack cruisers. We are equalizing their targeting priorities for all but frigates and buildings so they attack whatever is closest.

  • Cruisers, dreadnoughts and juggernauts now share the same targeting priority


Medic

We are reducing the efficiency of the Medic when healing heavily armored units as they were skewing dreadnought and juggernaut battles too much for their cost.

  • Heal ray armor piercing reduced from max to 20%
  • Healing “Damage” reduced from 67 to 60.
  • Self healing per second reduced from 4 to 1


Artemis

The Artemis was overperforming against Substrate frigates, as a few of them could negate large armies due to their AOE against clumped up soft targets. The Artemis was overshadowing the Zeus in the late game, we want players to counter frigates by investing in anti-frigate units, rather than doing so with the anti-building seige unit.

  • Missile attack AOE reduced from 60 to 30


Athena

The Athena vs Mauler performance was quite similar, but the Athena was noticeably better against heavier targets. We are lowering the damage of the Athena to put it more in line with the Mauler.

  • Damage reduced from 235 to 220


Hera

The Hera was too versatile and lacked proper counters, we don’t want the heavy cruisers to make lighter cruisers obsolete. As well as reducing its durability and armor-piercing, we are increasing the damage in exchange for a cooldown increase (nerf) to increase its frigate overkill and thus making them more vulnerable to Reapers & Archers. Lowering the armor-piercing makes the Nemesis more desirable in comparison for attacking dreadnoughts & juggernauts.

  • Metal cost increased from 600 to 640
  • Damage increased from 130 to 170
  • Cooldown increased from 2.1 to 2.75
  • Attack range reduced from 1100 to 900
  • Armor piercing reduced from 40% to 30%
  • Armor reduced from 60% to 30%
  • Health reduced from 2500 to 2400


Eradicator

The Eradicator was also too powerful and is getting its durability reduced, alongside a damage reduction to its secondary to make it more vulnerable against frigates. It’s also receiving an increase to its energy regeneration as it was too reliant on Capacitors which could be quite frustrating when it loses the ability to fire.

  • Armor reduced from 50% to 30%
  • Energy regeneration per second increased from 1 to 1.2
  • Secondary weapon damage reduced from 4 to 1
  • Secondary weapon cooldown increased from 3.5 to 5
  • Secondary weapon shots per volley reduced from 15 to 5
  • Main weapon cooldown increased from 4.8 to 5.2
  • Attack range reduced from 1100 to 900
  • Total health/shields reduced from 2600 to 2200


Dreadnoughts

Dreadnoughts are getting a large indirect buff due to the changes to Heras, Eradicators and the Eye of Darkness. However, we’re making a small additional change to the logistics prices to make Dreadnoughts more viable in the late game and have their logistics more accurately reflect their cost.

We've been considering a wider buff to dreadnoughts such as a health increase but that would have a lot of knock-on effects such as difficulty of some campaign missions and Substrate may suffer from their less accessible armor-piercing. We wanted to keep the scope of this update small while all our attention is on Star Control: Origins. We'll be monitoring how dreadnoughts perform post-2.76.

  • Hyperion, Chronus, Retributor and Overmind logistics cost reduced from 100 to 90.
  • Prometheus and Savager metal cost reduced from 6400 to 6000
  • Overmind Metal cost increased from 3200 to 3600


Eye of Darkness:

The Eye was too dominant and is receiving a cost increase and damage reduction to prevent it from two-shotting dreadnoughts by default. While the Leonidas is also incredibly powerful, it has very strong counters in the way the Eye is less vulnerable to.

  • Damage reduced from 7000 to 6500
  • Metal cost increased from 22000 to 23000
  • Radioactives cost increased from 8000 to 8500
  • Quanta cost increased from 1200 to 1275
  • Build time increased from 900 to 950
  • Logistics cost increased from 300 to 320


Hades

The Hades was providing too much value for its price as it could annihilate standard frigates in a single pass, particularly Archers, and its armor-piercing overshadowed the Air Marauder for engaging tougher targets.

  • Metal cost increased from 250 to 270
  • Radioactives cost increased from 180 to 190
  • Armor-piercing removed


Air Harbinger & Strategic Bomber

The heavy air units costed a disproportionately high amount of logistics which we are reducing.

  • Logistics cost reduced from 60 to 50



Nano Transport

Nano Transport was so much stronger than the PHC Charon Cruiser as it could be instantly placed anywhere on a tough dreadnought only for a quanta cost. This resulted in too much death blobbing rather than dynamically spreading out forces or having a vulnerable Charon that could be picked off.

  • Quanta cost increased from 200 to 300


Thanks to our community for being active with the game and leaving feedback!

Dev Journal: Experiential Unit Design



Experiential unit design is the realm of making units and other game components feel different from each other. Ashes Designer Callum McCole analyzes some RTS franchises for examples of successful experiential unit design.

https://www.stardock.com/games/article/488933/