V3.0: Difference between revisions

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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=
|title=Graphics
|content=
|content=
*Potential fixes for various swap-chain graphics crashes.
*PHC Fury unit size increased to better match Substrate Dominator.
*PHC Hermes unit size increased slightly.
*PHC Archer unit size increased slightly.
*Substrate Dominator unit size decreased.
*Benchmark: PHC Archer and Strategic Bomber weapon visuals updated.
*Optimized DDS compression on unit/building textures to improve performance and reduce VRAM footprint.
*Updated PHC Battery Tower graphics (Hunter/Prey Expansion)
*Adjusted Substrate Constructor height to prevent ground clipping.
*Fixed Substrate Assembly skirt showing transparency incorrectly.
*Fixed PHC Weapon Factory skirt to fix incorrect shadows.
*Added shimmer vfx to Substrate units.
*Updated visual fx on Substrate Constructor’s heal ray.
*New visual fx for Tier 1 unit death explosions; removed delay in effects after death.
*Updated Tier 2 death explosions to be more impressive.
*Added specific Tier 3 air unit destruction visuals.
*New visuals for destruction for PHC and Substrate units to make them more unique between factions.
*Updated air unit destruction visuals to be less 2-dimensional.
*Fixed ghost selection rings after unit death.
*Updated unit timelines so that things disappear during the explosion vfx instead of after.
*Updated Juggernaut death visuals to be more impressive.
*Updated AoE weapon impact visuals to match their actual impact size (in meters).
*Improved AoE impact explosions to be more impressive.
*Updated PHC Cronus Mirv weapons to more visibly split apart during flight; updated graphics.
*Added visuals for when a Tier 3 or 4 unit levels up.
*Substrate Retributor: Fixed mis-aligned primary particle beam weapons.
*Beam weapon impact visuals improved slightly.
*PHC Fury: Fixed misaligned engine contrails and weapon emitters.
*Substrate Reaper: New weapon fx added.
*Substrate Martyr: Weapon fx updated.
*Substrate Avenger: Main weapon fx updated.
*Creep weapon visuals have been changed to be more unique.
*Substrate Air Rampager: Fixed turret not moving.
}}
}}


{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=
|title=New Maps
|content=
|content=
*New 4-player map added: Desolation.
*New 8-player map added: Aetheon.
}}
}}


{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=
|title=Benchmarks
|content=
|content=
*Updated the GPU benchmark:
**Removed redundant units and armies.
**Revised armies to showcase more unit types.
**Fixes Substrate buildings using PHC models.
**Updated various camera positions/views to better show action; previously these showed empty space.
**Other misc. map fixes.
*Created duplicates of all benchmark units, weapons, structures, etc. so that game changes don’t affect the benchmark moving forward.
*Benchmark units have had their bounding areas adjusted to prevent unit collisions and clipping.
*Updated the CPU benchmark:
**Added missing player Nexus that may have caused a crash.
**Moved player Nexus out of a mountain range and fixes other map placement errors.
**Fixed countless scripting errors in the CPU benchmark.
**Adjusted unit compositions to address various pathfinding issues.
**Other misc. map fixes.
*Benchmark army formations updated for better spacing.
}}
}}


{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=AI
|content=
*Updated the AI’s approach to using air units now that air is a viable power. Many air units have been incorporated into standard armies as close-air support; while larger gunship and heavy bomber reserves will show up in the mid-late game.
*AI army groups have been improved, diversified, and updated based on their respective personality types. Generally, the AI will use larger and stronger forces; and will switch up strategies based on conditions.
*Restructured and updated AI build orders to take advantage of balance changes and to minimize production bottlenecks.
*Challenging and higher Ais now use stronger, more aggressive strategies.
*Insane AI bonuses have been reduced to allow it to fit into more multiplayer compstomp matches.
*AI players will build Refineries/Harvesters according to its immediate economic needs and try to keep them close to the Nexus.
*Stronger AI’s will now rush early air units for defense against early gunship strategies.
*Fixed issues where a large number of forces would accumulate around the AI Nexus before moving out.
*Fixed AI expansion behavior in campaign missions.
*Fixed AI behavior on Battleline Frenzy and Fast and Furious maps.
*Fixed a bug that caused the AI to stop building ground units when it switched to air production.
*Fixed an issue where Engineer build orders could be repeatedly interrupted by flying a unit over the region they were working in.
*Updated all task forces to reflect the new meta and balance changes.
*Special thanks to Tarnished Knight for his efforts in updating the AI!
}}
{{SectionTemplate
|h=h3
|title=Audio
|content=
*Fixed Substrate Air Rampager using PHC ground unit engine audio.
*Fixed inaudible air unit destruction audio.
*Added sound fx for when a Tier 3 or 4 unit levels up.
}}
{{SectionTemplate
|h=h3
|title=Campaign
|content=
*Escalation – Betelgeuse and Orion Spur campaign mission unit compositions updated to account for new balance changes.
*Genesis – Glarus: Haalee’s difficulty changed to Challenging from Tough.
*Genesis – Auctor: Nihilon’s difficulty changed to Challenging from Normal; various fixes made to correct custom difficulty assignments and XML errors.
*Misc. fixes to campaign missions.
}}
{{SectionTemplate
|h=h3
|title=Miscellaneous Fixes & Changes
|content=
*Updated engine to support up to 32 logical cores.
*Updated unit steering modules to improve movement/targeting/behavior.
*Fixed incorrect tag that prevented the Battleline Frenzy map from showing up in-game.
*Updated supported list of GPUs for AMD and Nvidia graphics cards; default settings.
*Fixed bug that referred to the PHC Orbital Factory as the Armory.
*Camera movement updated so that player can adjust pitch.
*Changed UI so that “OK”, “Continue” etc. display on the right and “Back” or “Cancel” displays on the left.
*Removed various unneeded or redundant files.
*Modding: Updated debug menus to not overlap so badly.
*Modding: Updated particle definition limit to 288.
*Removed duplicate ‘Armor Piercing’ text from weapon strings.
*Regenerated Seton map to correct pathing and AI issues.
*Regenerated Alpha Repeculae map to correct pathing and other issues.
}}
{{SectionTemplate
|h=h3
|title=Unit Changes
|content=
Units have been re-balanced based on symmetry and asymmetry between factions and are grouped accordingly below. Symmetrical units (those which have a counterpart in the opposing faction) will balance out closely against one another overall. This is to make units have a singular, obvious function in the game.
}}
{{SectionTemplate
|h=h4
|title=
|title=
|content=
|content=

Revision as of 19:00, 4 February 2021


V3.0 Update


General Changes

Weapon accuracy is now standardized based on impact and weapon types. Previously, it varied widely.

  • Direct / Kinetic = 80% accuracy
  • Direct / Bolt = 85% accuracy
  • Direct / Explosive = 80% accuracy
  • OverTime / Beam = 100% accuracy
  • Dispersed / Bolt = 75% accuracy
  • Dispersed / Explosive = 65% accuracy
  • Abilities - Varies (all beneficial ability buffs are 100%)

Substrate shield passive regeneration has been standardized across unit tiers. Previously, it varied per unit/structure. Note that even with passive regeneration, it would take many minutes to restore a unit, so this does not invalidate the Caretaker (same reasoning for HP below).

  • Tier 1 Units = 1.0 per second (Creeps = 0.75)
  • Tier 2 Units = 3.0 per second
  • Tier 3 Units = 6.0 per second
  • Tier 4 Units = 10.0 per second
  • Air Units = 3.0 per second
  • Structures (non-economy) = 2.5 per second
  • Nexus = 3.0 per second

The PHC Medic and higher tier units now have standardized passive HP regeneration:

  • PHC Medic = 0.25 per second
  • PHC Tier 3 Units = 8.0 per second
  • Substrate Tier 3 Units = 1.0 per second
  • PHC Tier 4 Units = 15.0 per second
  • Substrate Tier 4 Units = 2.0 per second

Visual and Radar ranges have been standardized as well. All units and defensive structures now have limited radar capability.

  • Tier 1 Units : 800m sight / 815m radar
  • Ground Recon Units : 1000m sight / Various Radar
  • Tier 2 Units / Non-Econ Structures : 1000m sight / 1015m radar
  • Tier 3 Units : 1400m sight / 1415m radar
  • Tier 4 Units : 2000m sight / 2015m radar
  • Nexus : 1500m sight / 1515m radar
  • Air Units : Varies

Unit speeds (meters / sec) have also been standardized to help overall movement and game progression (except where otherwise indicated). Previously units would move at their own various rates; these changes represent an overall speed increase from 2.92.

  • Tier 1: 150 m/s
  • Tier 2: 150 m/s
    • Engineers/Constructors: 140 m/s
  • Tier 3: 120 m/s
  • Tier 4: 92 m/s
  • Air: Various


Additional Changes

  • Beam weapon firing arcs have been adjusted to allow them to target objects on varying heights more easily.
  • Tier 3 level-up XP has been updated:
    • Level 2: 20,000
    • Level 3: 40,000
    • Level 4: 60,000
    • Level 5: 80,000
  • Tier 4 level-up XP has been updated:
    • Level 2: 40,000
    • Level 3: 80,000
    • Level 4: 120,000
    • Level 5: 160,000
    • Level 6+: Increases linearly.
  • Weapons are now Armor Piercing or not. There are no longer varying levels of Armor Piercing.
  • Most units’ capture beam range increased to 350m (from 300m)
  • Engineer/Constructure capture beam range increased to 450m (from 300m)


Graphics

  • Potential fixes for various swap-chain graphics crashes.
  • PHC Fury unit size increased to better match Substrate Dominator.
  • PHC Hermes unit size increased slightly.
  • PHC Archer unit size increased slightly.
  • Substrate Dominator unit size decreased.
  • Benchmark: PHC Archer and Strategic Bomber weapon visuals updated.
  • Optimized DDS compression on unit/building textures to improve performance and reduce VRAM footprint.
  • Updated PHC Battery Tower graphics (Hunter/Prey Expansion)
  • Adjusted Substrate Constructor height to prevent ground clipping.
  • Fixed Substrate Assembly skirt showing transparency incorrectly.
  • Fixed PHC Weapon Factory skirt to fix incorrect shadows.
  • Added shimmer vfx to Substrate units.
  • Updated visual fx on Substrate Constructor’s heal ray.
  • New visual fx for Tier 1 unit death explosions; removed delay in effects after death.
  • Updated Tier 2 death explosions to be more impressive.
  • Added specific Tier 3 air unit destruction visuals.
  • New visuals for destruction for PHC and Substrate units to make them more unique between factions.
  • Updated air unit destruction visuals to be less 2-dimensional.
  • Fixed ghost selection rings after unit death.
  • Updated unit timelines so that things disappear during the explosion vfx instead of after.
  • Updated Juggernaut death visuals to be more impressive.
  • Updated AoE weapon impact visuals to match their actual impact size (in meters).
  • Improved AoE impact explosions to be more impressive.
  • Updated PHC Cronus Mirv weapons to more visibly split apart during flight; updated graphics.
  • Added visuals for when a Tier 3 or 4 unit levels up.
  • Substrate Retributor: Fixed mis-aligned primary particle beam weapons.
  • Beam weapon impact visuals improved slightly.
  • PHC Fury: Fixed misaligned engine contrails and weapon emitters.
  • Substrate Reaper: New weapon fx added.
  • Substrate Martyr: Weapon fx updated.
  • Substrate Avenger: Main weapon fx updated.
  • Creep weapon visuals have been changed to be more unique.
  • Substrate Air Rampager: Fixed turret not moving.


New Maps

  • New 4-player map added: Desolation.
  • New 8-player map added: Aetheon.


Benchmarks

  • Updated the GPU benchmark:
    • Removed redundant units and armies.
    • Revised armies to showcase more unit types.
    • Fixes Substrate buildings using PHC models.
    • Updated various camera positions/views to better show action; previously these showed empty space.
    • Other misc. map fixes.
  • Created duplicates of all benchmark units, weapons, structures, etc. so that game changes don’t affect the benchmark moving forward.
  • Benchmark units have had their bounding areas adjusted to prevent unit collisions and clipping.
  • Updated the CPU benchmark:
    • Added missing player Nexus that may have caused a crash.
    • Moved player Nexus out of a mountain range and fixes other map placement errors.
    • Fixed countless scripting errors in the CPU benchmark.
    • Adjusted unit compositions to address various pathfinding issues.
    • Other misc. map fixes.
  • Benchmark army formations updated for better spacing.


AI

  • Updated the AI’s approach to using air units now that air is a viable power. Many air units have been incorporated into standard armies as close-air support; while larger gunship and heavy bomber reserves will show up in the mid-late game.
  • AI army groups have been improved, diversified, and updated based on their respective personality types. Generally, the AI will use larger and stronger forces; and will switch up strategies based on conditions.
  • Restructured and updated AI build orders to take advantage of balance changes and to minimize production bottlenecks.
  • Challenging and higher Ais now use stronger, more aggressive strategies.
  • Insane AI bonuses have been reduced to allow it to fit into more multiplayer compstomp matches.
  • AI players will build Refineries/Harvesters according to its immediate economic needs and try to keep them close to the Nexus.
  • Stronger AI’s will now rush early air units for defense against early gunship strategies.
  • Fixed issues where a large number of forces would accumulate around the AI Nexus before moving out.
  • Fixed AI expansion behavior in campaign missions.
  • Fixed AI behavior on Battleline Frenzy and Fast and Furious maps.
  • Fixed a bug that caused the AI to stop building ground units when it switched to air production.
  • Fixed an issue where Engineer build orders could be repeatedly interrupted by flying a unit over the region they were working in.
  • Updated all task forces to reflect the new meta and balance changes.
  • Special thanks to Tarnished Knight for his efforts in updating the AI!


Audio

  • Fixed Substrate Air Rampager using PHC ground unit engine audio.
  • Fixed inaudible air unit destruction audio.
  • Added sound fx for when a Tier 3 or 4 unit levels up.


Campaign

  • Escalation – Betelgeuse and Orion Spur campaign mission unit compositions updated to account for new balance changes.
  • Genesis – Glarus: Haalee’s difficulty changed to Challenging from Tough.
  • Genesis – Auctor: Nihilon’s difficulty changed to Challenging from Normal; various fixes made to correct custom difficulty assignments and XML errors.
  • Misc. fixes to campaign missions.


Miscellaneous Fixes & Changes

  • Updated engine to support up to 32 logical cores.
  • Updated unit steering modules to improve movement/targeting/behavior.
  • Fixed incorrect tag that prevented the Battleline Frenzy map from showing up in-game.
  • Updated supported list of GPUs for AMD and Nvidia graphics cards; default settings.
  • Fixed bug that referred to the PHC Orbital Factory as the Armory.
  • Camera movement updated so that player can adjust pitch.
  • Changed UI so that “OK”, “Continue” etc. display on the right and “Back” or “Cancel” displays on the left.
  • Removed various unneeded or redundant files.
  • Modding: Updated debug menus to not overlap so badly.
  • Modding: Updated particle definition limit to 288.
  • Removed duplicate ‘Armor Piercing’ text from weapon strings.
  • Regenerated Seton map to correct pathing and AI issues.
  • Regenerated Alpha Repeculae map to correct pathing and other issues.


Unit Changes

Units have been re-balanced based on symmetry and asymmetry between factions and are grouped accordingly below. Symmetrical units (those which have a counterpart in the opposing faction) will balance out closely against one another overall. This is to make units have a singular, obvious function in the game.




Other Resources