thanks, and right back at ya... the community has been amazing!
cbray
Thanks for the report, we've fixed this in our internal build and should be in next patch.
Great info, thanks. I'll mention this on the Steam forums as well.
Thanks for the info! I think this was just fixed internally, but I'll look into it.
We still don't have a ton of data, but our crash rate seems to have gone down dramatically with the latest hotfix. We've still got stability issues, but it should be much better than .82 and a bit better than .81. Is anyone else still seeing the same rate of instability as was present after the .82 update on 2/10?
Are you seeing it everytime you run it? What are your machine specs? Are you overclocking? Thanks ahead for the info!
Unfortunately .82 was a step back in stability as we got a little to aggressive with the fixes we tried to get in. The good news is we plan to update again tomorrow to address some of those issues, and the Beta 2 update is around the corner which should have a number of significant stability improvements.
Thanks for the report, we'll get to fixing this. In the meantime, you may be able to work around it by adjusting the "UI scaling" in the options
This is fixed internally now, thanks! The Cruiser factory is indeed a temporary asset.
@chemie - We ran a test internally with a Nvidia 760, latest drivers, Win10 Pro and didn't have any performance issues. It'd be interesting for us to see your settings.ini file if you can post it (usually here: C:\Users\UserName\Documents\My Games\Ashes of the Singularity) The 125MB GPU memory doesn't make much sense (way too low), how are you checking that? Other things to try: -disable Overclocking... usually this results in instability, not pe
The .62 patch was released today. A big thanks to all the community members that helped track down bugs and gave their feedback. There's a lot on this list that wouldn't have been possible without it! Gameplay “Knife Fight” map added Doubled default VP limit on all maps Option for random starting locations Orbital abilities use quanta instead of radioactives Opponents default to beginner AI</li
Thanks Gatokatcha, good info!
We found and fixed something similar today, but we're not sure if it's your issue exactly. Is anyone else hitting issues of odd stuttering during DX12 gameplay?
[quote who="tatsujb" reply="107" id="3596061"] out of all the annoying bugs the one that takes the cake is moving structure blueprint still allowed WHILE placing structure blueprint. This is impossible to manage, as... similar to pan, it's impossible for the game to tell what you want. [/quote] Could you clarify this a bit? A description of the steps or screenshot would be ideal. Thanks!
we love to get feedback like this. Thanks for your thoughts!
[quote] 1. The speed of the game should be changed from 0 to 10 with the Numpad +/- buttons (see the Total Annihilation)[/quote] Game speed control with +- is in the latest Founder's build [quote] 3. Double click on unit should select all units of this type. [/quote] Not in yet, but we definitely plan to Setting the VP limit to win is in the latest build as well. We plan to have an option to turn it off completely, but for now
[quote who="Gatokatcha" reply="5" id="3594176"] The game is nicely coming along. The critical mass victory should be set at a choosable level by the user at least on single player [/quote] We're planning to add some customization options here.
The community was a huge help in tracking down the elusive -1 "instabuild" bug that we think we have a fix for in the soon-to-be-released .55 build. Some of you volunteered your services for another bug hunt, so here it goes: Battle Group Scatter bug: Another one that has been a persistent problem for us and tough to pin down exact steps for is when Battle Groups stop following orders and 'disperse' across the map. Every once in a w
[quote who="zychrias" reply="23" id="3593737"] This is great! In the future just let us know what bugs you want us to try and group up on and we'll come together to knock them out! [/quote] weeellll, since you asked :) I've got one in mind, I'll start a new thread for it though. Thanks!
Thanks again! We were able to repro and verify our fix internally.
Great info! Based on this we were able to repro it internally on the build you have, and verify it no longer repros after our internal fixes. Thanks!!!
Krasmoth, Those are good initial steps. Can you say how many engineers you build? can you post a screenshot of the game just before you hit ESC? If you follow these steps, how often does the bug occur? 100% of the time? 2/3? etc. Thanks!
[quote who="zychrias" reply="6" id="3593371"] If you are still working on the auto-build "feature" =D...do you have any tasks you'd like us to do in testing to assist in that specific regard? [/quote] Often the most challenging part of fixing a bug like this is isolating exactly when/why it happens. The hard part is that for bugs that happen 5-10min or more into a game there is a LOT going on (especially in Ashes). For starters, if you hit this
Try setting your graphics settings to the very lowest presets as a start. If it still fails, post your PC specs here.
Next build will have some crash fixes, full screen implementation that doesn't crash in DX12, better error reporting for us to find/fix these crashes. And probably some new crashes like laminblake said :)