Hello Ashes fans! **2.75 Update** I've been very active with play testing on the upcoming 2.75 update and it's gone through a few iterations. Thanks to all the community members who have been testing it with me and offering me
GGTheMachine
[For those lacking context in retrospect, this was posted as an April fools goof.] Unfortunately, the Escalation 2.75 update has been put on hold due to our lead designer, Callum, being attacked by a Kangaroo. In his absence, our intern has stepped in to take over development on Escalation. This is his first update. Updated Map Pool The automatch map pool has been updated to better r
[quote who="satoru1" reply="5" id="3708854"] A 4000 word essay on Sup Com? WHERE IS THIS ESSAY AND WHY ARE MY EYEBALLS NOT READING THIS RIGHT NOW!! [/quote] SOON! I've got a few journals done that will be posted each week.
[quote who="MrPhalanx" reply="4" id="3708403"] And a second question, especially toward Generals Gentlemen: In the real life how big are the PHC or SS units? (I'm interested in the size of Dreadnoughts and Juggernauts , metric units please!) [/quote] I don't know specific measurements, but I would say a frigate is around the size of a car and a Cruiser is
It's well known that RTS suffer from being less accessible than other genres, but I think the reasoning for why is oversimplified and under-analyzed. Most people attribute the accessibility woes of RTS to their steep learning curve, but that's only part of it. If the steep learning curve is such a hurdle, then why are MOBA's like Dota or League of Legends so immensely popular? I
[quote who="fantstc1" reply="3" id="3707884"] Yeah, I hear that, but if people are willing to pay for the extra dev love... well, why is that a problem? [/quote] Unfortunately, it's not as simple as wave a check and get new game features. Though, we are hiring additional developers.
Yeah there's a bug with the DPS tooltip algorithm. Until it's fixed, I wouldn't pay much attention to them.
As I said in the February Dev Journal , our resources is almost entirely going towards Star Control: Origins at this point. Once that is shipped we'll have resources to allocate back onto other projects, but we'll work out a roadmap for what that involves at the time. I'm still working on Ashes but I'm not an engineer so I can't do new features and code changes. That being said, the 2.75 update which h
During my time working on Ashes of the Singularity: Escalation, I have made many new maps and reworked countless of the existing ones. There are recurring characteristics for the changes I make to maps, and criteria that I base most of my maps on, so I thought it would be interesting to articulate what it is that governs my map making and rework process. [[..]] Making maps b
Oh, I nerfed the Reaper damage slightly. Forgot to put that in the notes!
2.75 is now available as a non passworded opt-in.
Regarding the issue of queueing buildings being tedious, that's only because we currently lack the click to drag functionality of say Supreme Commander. Fixing interface problems/limitations is a better solution.
[quote who="fantstc1" reply="1" id="3706999"] I have, for instance, recommended that the metal/gas mining buildings be reduced to a single construct type. [/quote] Yeah this always bothered me. The seperate structures are good but they should be a single button on the build menu.
It's a passworded opt-in. Instructions on how to opt-in are at the top. Next version of this won't be passworded. Edit - It is no longer passworded.
[quote who="fantstc1" reply="1" id="3706730"] I can't say tat I'm a fan of the zeus changes. I use zeus to clear the swarms. They are already only marginally useful, living only long enough to pop a couple of shots. They tend to clear most, but not all of the swarm. I think of the zeus kind of like the tank in starcraft II. They are the hard counter to swarming, forcing opponent to use different strategy. The are already relatively useless against other units, taking 3-4 shots against th
Balancing an RTS is difficult. It’s a long, iterative process and, inevitably, there will be mistakes along the way. Today, I'll be exploring what makes balancing an RTS such a challenge, and explain my intentions for some of the changes I've made throughout my time with Ashes. In a previous Dev Journal, I discussed <a href="../487836/dev-journal-why-balance-matters" target="_blank" rel="
G'day! Today I'll be talking about the upcoming 2.75 update for Ashes of the Singularity: Escalation and some cool things that have been happening in the community. 2.75 will contain a large number of gameplay changes, but I'll only mention the most significant ones. You can view the full changelog here. <
Escalation 2.75 update New Scenario - King of the Hill (Substrate) The King of the Hill scenario which is receiving some further tweaks this update, is now available to be played as Substrate. Audio <spa
[video]https://youtu.be/ghevX93ON1o[/video] To this day, Ashes of the Singularity: Escalation is still receiving balance updates. You may be wondering - since Ashes is not a competitive game like StarCraft - why there is all of this effort being put into balance. There can be a misconception that balance is esoteric and only matters to high level players, but I don't think that's accurat
Nice work Peter! :D
Ashes of the Singularity: Escalation embarked on a remarkable journey throughout 2017 to get to where it is now. It's something I am very proud of. In a previous Dev Journal I mentioned how I often get nostalgic thinking back to all
I rush the southern entrance and fortify that ASAP, not only does it give you more resources you also just have way more room to build stuff. The first thing I build is a Sentinel to counter the Avengers, a couple of Smarties and immediately rush out an Energy Projector to get the Drone Bay to deal with all the Frigates. Drone bays are amazing against frigates while other PHC defenses are not. Then I build lots of Barragers, Sentinels and Repair Bays while building up Refineries an
Is it cheating if I enter with all my unused 4k marketing screenshots? ;D
Cool! Glad you're enjoying it. :D
Hey guys! I've been working at Stardock for a bit over a year now as a designer on Ashes of the Singulairty: Escalation. It's been an incredible journey, so I wanted to share my experience of how I got here and what it's been like. [[..]] How did I get started working at Stardock? I've practically dedicated my entire adult career to the