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Ashes JUNE 2016 Update: REINFORCEMENTS!

Published on Monday, June 13, 2016 By Island Dog In Ashes Dev Journals

Greetings!

I know I said I'd only do one of these a month but this month there is just too much going on!


## REINFORCEMENTS ##

For those of you who aren't game developers, you might find this interesting. Over the past few years, there has been a lot of research on the number of active players in multiplayer necessary to sustain a community. 

As you might imagine, we keep a very close eye on the active multiplayer base to make sure it's growing.

However, one trend we have seen that is problematic is that the player base has split between casual players and experts in terms of match making. This means that the weekend player (not the casual players but what is traditionally the mainstream player) ends up having to wait a long time (4 or 5 minutes) for a match.

This is a problem because if a multiplayer community falls below a certain critical mass, it dies and if it dies, it will never come back. 

Many of you have probably seen this with many games over the years. Last month we discussed this with the MP community here and our forums and the consensus was to have an aggressive sale on Ashes to get more players in.

Starting today, Ashes is 50% off for the next week. We've never had an aggressive sale like this on a relatively new game, particularly one that is already selling fairly well. 

While 94% of people play Ashes single player (as in, 94% of players have never played a single MP game), that 6% of players helps ensure the player base (and thus sales) continue long into the future.


## SINGLE PLAYER NEWS ##

Hopefully you guys have started playing v1.2's campaign. Every mission was heavily updated and in many respects, it feels like a whole new campaign. 

When Ashes launched in 1.0, the only reason the campaign felt tacked on was because it was tacked on.

Originally, Ashes, like Sins of a Solar Empire, would not have any campaign at all. But the case had been made by the beta testers that we should have a campaign that we did one. The entire campaign, including the underlying scripting system, cut-scenes, music, maps, UI was done over a period of 8 weeks. 

Not surprisingly, the 1.0 campaign wasn't very polished and the infamous "mission 4" (now mission 6) was the single biggest reason the game ended up getting the lovely 69 metacritic it currently has (we know because we asked reviewers what bugged them and it was that damn mission 4).

For those of you playing the campaign now and enjoying it, it may be hard to believe that when the game shipped, there were no difficulty levels for the campaign nor was there any voice overs. We got really lucky with the voice actor for Mac in particular. 


## FRAME RATE!!!! ##

Ashes of the Singularity is one of the defacto benchmarks for DirectX 12 that sites use. This has created some interesting complications in that we are always having to stay on top of app-specific driver optimizations that are great for the benchmark but can cause problems for people playing the game (stability or framerate).

My #1 recommendation for you to get the most out of the game is to turn OFF anti-aliasing. You don't need it. Don't let your "game optimizer" app try to turn it on. You will not see much of a difference but the framerate will be much slower if you turn it on because of the video memory.

I personally have a Radeon Pro Duo (two Fury X's put together) and when I run at 4K, it's super slow if I have anti-aliasing on. Why? Because the map terrain stuff has to be stored in GPU memory and anti aliasing means multiple copies have to go in there. 

Instead, I turn that off and then boost up the quality of other areas and it looks spectacular.

## NEW UNITS ##

So this past week we added the Eradicator for the Substrate and the Athena for the PHC. There will be additional balance for both of these but as you can hopefully see, they fill a very nice hole.

One of the updates for the Eradicator is that we plan to make its primary weapon do AOE and target radar contacts. We weren't able to implement the tech needed to do that in time for 1.2.

One interesting tech thing you may or may not have noticed about Ashes:

Units in Ashes typically have multiple weapons. Have you noticed that each weapon can target a different unit? That's because under the cover, a unit is actually several units. So that Eradicator isn't really 1 unit, it's 4 or 5 unites (forgot the gun count) stuck together cosmetically.

So why does the game still run so well? Because every weapon -- I kid you not, this is insane -- every weapon can get its own thread. 

Over the next few years, especially once modders start adding their own units to the game, this will matter a lot.

How many times have you played a game where a mod brings the game to a crawl? Here, you won't have to worry about that so much.

## THE SINGULARITY COMMUNITY ##

If you're new to the community, welcome! If you are an RTS veteran you may notice quickly how awesome the community here is. A big part of that is because people are here to help and they know we are here to listen.

One way to understand Stardock's role is with this analogy:

Imagine a project like TA Spring or FAF or Zero-K except that it's being developed by a company. That means our engineers and artists are working on it as part of their job rather than when they have time.

Like those communities, the Ashes one is dedicated to evolving this game over the course of years. So you want something in the game? Let us know. We are here for you.


## NEXT UPDATES ##

We are currently working on some small updates that may come out this week. There have been some multiplayer hangs we're investigating that we hope to fix in the next 48 hours. It's rare (though for those who get them, it's not). We also are investigating a GPU driver memory bug that we are trying to work around in the near-term while talking to the GPU maker about the bug.

Multi-GPU people: If you have multi-GPU, turn OFF anti-aliasing. It's pointless. You can thank me later!

Have fun and let me know if you need anything. I'm always here. 


Originally posted by Brad on the Steam forums.

http://steamcommunity.com/app/228880/discussions/1/357288572134892391/

 

Ashes of the Singularity v1.2 adds Newly Enhanced Campaign, New Units, Global Chat, and More

Published on Thursday, June 9, 2016 By Island Dog In Press Releases (Ashes of the Singularity)

Plymouth, MI. – June 9, 2016 - Stardock and Oxide Games released v1.2 of Ashes of the Singularity today.The update is adding the newly enhanced campaign which is complete with full voiceover for all dialogue, new missions, and new cutscenes. In addition to the campaign, v1.2 has the new "Substrate Eradicator" and "PHC Athena" units, single-player Hall of Fame, Global Chat channel, substantial UI and AI improvements, and more.

"Players will experience a lot more immersion with our campaign improvements," said CEO and President of Stardock, Brad Wardell. "We brought in voice actors to record dialogue in both English and German, plus we've added new missions and some excellent cutscenes, with plans to do more in the future as well."

Each side has a new unit added to their roster in v1.2. The Substrate can now access the "Eradicator" unit, an expensive and slow-moving long range cruiser with heavy weaponry that is extremely difficult to kill. The PHC gains the "Athena" unit, a small and fast short range cruiser with high energy laser bolts, thermal lasers, and a plasma bolt cannon.

A new Global Chat channel now also makes it possible for gamers from around the world to see who's playing at all times so that finding opponents is much easier. The Hall of Fame adds the ability to compare single-player campaign and scenario scores to other players'.

In addition to the update, a new CPU-focused benchmark designed to simulate the strain of a massive 3v3 battle on a large map rounds out the v1.2 update. "This benchmark is for the gaming enthusiasts,” said Wardell. “This will let them test their multi-core CPU scaling and see how they can best optimize Ashes’ performance."

Ashes of the Singularity and the v1.2 update are available on Steam or through Stardock. For more information, please visit www.ashesgame.com.

Screenshots
Screenshot 1 | Screenshot 2 | Screenshot 3 | Screenshot 4 | Screenshot 5 | Screenshot 6 | Screenshot 7


# # #


Media Contacts:
Kjell Vistad | Tom Price
ONE PR Studio [for Stardock]
stardock@oneprstudio.com
510.893.3271

About Stardock: Stardock is a developer and publisher of PC games and desktop software founded in 1991 by nationally recognized technology expert Brad Wardell. Located in Plymouth, Michigan, Stardock is a powerful leader in the video gaming and software development world.  Its PC games include Sins of a Solar Empire, the critically acclaimed Galactic Civilizations series, and Ashes of the Singularity. Stardock puts the user experience first through software that enriches the Windows experience for everyone from casual computer users to highly technical professionals. Products offered by Stardock include Start8, Start10, Fences, WindowBlinds, Multiplicity, and more at www.stardock.com.

About Oxide Games: Oxide Games is an independent digital entertainment studio focused on delivering revolutionary leaps in PC and console gaming. Its groundbreaking Nitrous engine provides industry-leading visuals and powers its first game, Ashes of the Singularity. Oxide Games is based in Timonium, Maryland. Learn more at www.oxidegames.com.

Offworld Trading Company patch 4 (version 13267)

Published on Wednesday, June 8, 2016 By Derek Paxton In Offworld News

 

*** RELEASED 06/10/2016 ***

This patch adds better AI, UI enhancements and campaign rebalancing.

 

Fixes

  • Fix for if you only have a resume save game not showing up.
  • Fixing replay auction problem
  • Ranked match lost communications bug fix
  • Fixing the Play and Beat Soren Achievements in Ranked Play
  • Fixed an issue migrating hosts if the host drops out of a MP game
  • Fixed found HQ gfx issue
  • Fixed campaign planet animation when transitioning back to CEO screen
  • Fixed slanted orientation of campaign planet text
  • fixed an issue that kept you from skipping the intro cinematic if there was a game notification
UI
  • Game settings now shown when you mouse over the menu button
  • Fixed Typos
  • We now show tooltips for sabotages after purchase

Campaign

  • Campaign balance tweaks
  • Can now skip promotions in campaign
  • Game now displays where purchased colony modules will go
  • Added extra government bonus button for help text

AI

  • Improved auction AI
  • Fixed some AI issues

Ashes of the Singularity: June Dev Update

Published on Sunday, June 5, 2016 By Frogboy In Ashes Dev Journals

So if you haven’t already see the v1.2 Preview, click here: http://forums.ashesofthesingularity.com/477887/

Lots to talk about this month!

 

## Version 1.2 is a pretty big deal ##

From 1.0 through 1.13 the game has been operating on the Nitrous engine that was built during early access.  For those of interested in how games are made, think of a game has two pieces: The engine which is 90% of the work and the “game” which is a thin icing on top of the engine.  1.0 through 1.13 were updates to the game.  Version 1.2, by contrast, is the first big update to the underlying engine which should, we hope, substantially improve performance and reliability.

That said, multiple-GPU configurations continue to be challenging so if you plan to run DirectX 12 with multiple GPUs, make sure you always keep up with the latest drivers.  You should also, aggressively report any problems you run into (lockups, hangs in particular) as AMD/NVIDIA are very interested in these reports.

Two months after release, Ashes remains the only multi-GPU DirectX 12 game. So on the one hand, congratulations, you’re cutting edge. On the other hand, I apologize, you’re cutting edge.

 

## AMD vs. NVIDIA ##

Version 1.2 is also has a lot of updates to the benchmark and adds a specific CPU benchmark as well.  With AMD and NVIDIA both introducing new video cards roughly the same time and Ashes being one of the go-to benchmarks, we are trying to keep an eye to make sure no one is doing anything odd to bump up the numbers.

Each company has their own strategy with their new card that is worth discussing here. 

NVIDIA’s 1080 is extremely powerful but also expensive.  AMD has taken a different route with their 480 which is to have it much less expensive.  You could, in fact, put two 480s in your box for the price of a single 1080 (you could actually do 3).  Needless to say, the argument is going to come down to which runs faster: an NV1080 or 2XAMD480s.

 

## Huge Map Size ##

We have a new map size in the works called “Huge” that is a lot bigger than the current large map size.  We also know that late game, presently, you need 6 CPU cores to deal with it.  We are working hard to optimize this but this gives me an opportunity to talk shop with you guys on the amazing terrain system that’s in Ashes (or as a critic might say, overkill).

The Ashes terrain system is deformable.  The best known example of a deformable terrain is of course, Populous from back in the day.  Deforming terrain is non-trivial (Supreme Commander does not have deformable terrain).  Moreover, the height maps are 16-bit rather than 8-bit (meaning you can have 65,535 heights which matters if you want to have genuine heights combined with smooth slopes).

The reason I bring these things up is because when you build things (and destroy buildings) it actually deforms the terrain in real-time and that is very very expensive (and it gets more expensive the bigger the map and more players you have).  So anyway, this is coming for everyone who has 6 cores or more in the not too distant future and everyone else (4 cores or more) eventually (Skylake can do some interesting things actually and if Async compute were more widely available on GPUs we could offload it there but I digress).

 

## Player Counts ##

At ship, we stuck with a safe 6 players which has worked out pretty well.  Multiplayer in Ashes is remarkably stable for a brand new RTS as in, it just works.

But in the long-term, we want to get it up to much, much higher (think huge maps with 40 players).  The number of humans we’ll allow in multiplayer will lag behind the # of total players as we have to do this very carefully.

Games like StarCraft are able to segregate their user base geographically but we don’t have that luxury.  There is a magic number of people you have to have playing online to keep a MP community viable. And if you slip before that, it’s hard to come back.

 

## Reinforcements ##

The Ashes user base continues to be pretty decent in size.   However, the number of people in the queue at any given time has dropped from a very healthy 14 (in May) to around 11 (average this past week). 

Now, you might think that 11 people waiting with you in the queue is a lot.  But it’s actually not because we try not to match Legendary players (and of those 11, 5 or so are usually at the top of the ranks) with new players.  Right now, people who are in the middle ranks are having to wait 4 or 5 minutes to get matched and that’s getting dangerous.

So to forewarn everyone, we are going to have an aggressive sale of Ashes soon. Like 50% off aggressive to boost the player count.  This won’t happen until after version 1.2 ships but we want to let you know it’s going to be happening. 

If we were a single player only game, we wouldn’t do such an aggressive sale but from the long-term point of view, the MP community must keep growing or else it’ll die.

This strategy worked really well for Act of Aggression (which I recommend checking out).

 

## The state of balance ##

PHC vs. Substrate advocates each argue that the other side is over powered.  And they are both right and version 1.2 is addressing some of this.

The PHC Fury is OP and will no longer be able to have its main gun targeting ground (its dual pulse cannons can still do it but it’s main gun won’t).  Similarly, we’ve been cutting down the Substrate Dominator and Punisher bit by bit to make them more reasonable.

However, long-term, players simply need more tools. 

Now this gets back to my argument on what should be DLC vs. what should “free” in an update.  Version 1.2 includes two free units: The PHC Athena and the Substrate Eradicator.  So why are they free?  The answer is because there is a glaring hole in each side’s arsenal to implement a true combined arms strategy.  The PHC simply lacked a short-range anti-cruiser unit.  This is unacceptable. 

A Substrate player could, and this is a huge issue on big maps, build up a ton of Maulers flanked by a bunch of Reapers can be nearly unstoppable in certain cases.

A PHC player, by contrast, routinely can build a death ball of Artemis’s that are largely untouchable.

Thus, the two new units given each side some new counters and strategies.

But this isn’t the end of it. Not by far.

In version 1.3, we will be adding a new economic building for the Substrate that provides the same functionality as the relatively new PHC Refinery. 

But the other big change will be the concept of upgrading buildings into higher tier buildings.  A Smarty will be able to be upgraded into a Barrager for example (a longer range, much nastier thing) and the Sentinel will be able to be upgraded into a much nastier defense as well.  The Substrate defense buildings will get the same benefit as well.

Also, while version 1.2 allows players to upgrade their building HP, we will soon be taking the ability to heal them with medics. 

 

## The Wiki ##

We have added a new Ashes of the Singularity Wiki for those of you interested: http://wiki.ashesofthesingularity.com/

 

Stay tuned!

Ashes of the Singularity v1.2 Preview!

Published on Saturday, June 4, 2016 By Frogboy In Ashes Dev Journals

 

We’re putting the final touches on Ashes of the Singularity version 1.2.

Below are some screenshots on what we’ve got going:

 

image

Global Chat

 

image

Voice-over based single player campaign from scratch.

 

image

Lots of little touches to the multiplayer league stuff

 

image

If you have enough CPU cores, you can enable some new visual effects

 

image

A new benchmark for measuring your CPU’s gaming potential

 

image

New PHC unit: Athena (short-ranged heavy cruiser)

 

AshesUnits

New Substrate unit: Eradicator (long-ranged anti-cruiser)

 

We expect to release this within the next week.  Stay tuned!

Galactic Civilizations III v1.8 preview

Published on Thursday, June 2, 2016 By Frogboy In GalCiv III Dev Journals

imageWith the 1.7 series done, we’re well on our way to version 1.8 which has a pretty substantial update in terms of the underlying plumbing of the game as well as new features.

A lot of work has been spent on the multiplayer parts of the game.  While few people currently play GalCiv III multiplayer, it is a part of the game that we want to improve the general robustness on as it, in turn, makes the single player game more robust.

We are also putting some work into the AI diplomacy. This is mostly about making the AI substantially more sophisticated when dealing with other players.

As you can see in the screenshot, we are also bringing back asteroid mining in 1.8.

Road Map 2 is in the works

image

For fans of Galactic Civilizations III this next year is going to be pretty exciting.  There’s going to be a stand-alone expansion for the game next year (and “expandalone”).  All DLC for GalCiv III will work on it as well but the main thing is that like GalCiv II: Dark Avatar and Twilight before it, this will be a major revamp of the entire game from top to bottom.

Now that the GalCiv III engine is maturing along with the completion of Ashes of the Singularity we can turn more attention to the next phase of GalCiv III.

Let’s take a look at our staffing today:

image

Each purple box represents a game team.  EXP teams are “expansion” teams that are mostly focused on content rather than engineering. The size of the box represents the staffing size for each project.

By the end of this year, the staffing will look more like this:

image

There’s a major Ashes of the Singularity expansion scheduled for 2016 and once that is completed, the expansion team will move to GalCiv III along with anyone we hire this Summer (pass the word around, we are hiring software developers).

Galactic Civilizations III Brings More Customization Options for Ships with Builder's Kit DLC

Published on Thursday, June 2, 2016 By Island Dog In Press Releases (GalCiv III)

Plymouth, MI. – June 2, 2016 - Stardock released new DLC for its popular strategy game, Galactic Civilizations III today. The new Builder's Kit DLC contains dozens of new parts for custom ship designs, a new ship design style, and additional labeling options for player-created vessels.

"We have a huge amount of talent in our community," said Galactic Civilizations III’s lead designer, Paul Boyer. "I have seen some absolutely incredible designs on Steam Workshop and we really wanted to give players an opportunity to explore even more options for customization. We’re looking forward to seeing what people are able to build with all of these extra parts."

The DLC will contain dozens of new core parts in functional shapes such as disks, boxes, and more, as well as additional specialized parts in more unique shapes like cockpits and fins. Players will now also be able to add letters and numbers to their ships with the new labeling system. "We've seen some pretty creative ship names," said Boyer. "And now designers can display them directly on the sides of their ships."

An additional ship style called “raider” also comes with the DLC and allows you to outfit your custom factions with a new look. The style provides new designs for constructors, starbases, shipyard designs, and more.

The Builder's Kit DLC is now available for purchase on Steam or through Stardock. For more information on Galactic Civilizations III, please visit www.galciv3.com.


Screenshots
Screenshot 1 | Screenshot 2 | Screenshot 3 | Screenshot 4 | Screenshot 5


# # #


Media Contacts:
Kjell Vistad | Tom Price
ONE PR Studio [for Stardock]
stardock@oneprstudio.com
510.893.3271


About Stardock: Stardock is a developer and publisher of PC games and desktop software founded in 1991 by nationally recognized technology expert Brad Wardell. Located in Plymouth, Michigan, Stardock is a powerful leader in the video gaming and software development world.  Its PC games include Sins of a Solar Empire, the critically acclaimed Galactic Civilizations series, and Ashes of the Singularity. Stardock puts the user experience first through software that enriches the Windows experience for everyone from casual computer users to highly technical professionals. Products offered by Stardock include Start8, Start10, Fences, WindowBlinds, Multiplicity, and more at www.stardock.com.


On Game engines and sneak previews

Published on Thursday, May 26, 2016 By Frogboy In Ashes Dev Journals

A few topics I wanted to address based on forum feedback.

 

Re lore:  This is something that matters a lot to us.   Hopefully some of you check out Dawn of the Singularity. It is really really good.  http://amzn.to/1OQkvpZ

David Simpson, who is arguably the master of the singularity genre with his Post-Human series spent 2 years on this.  It's where Mac and Haalee and everyone else came from.

Re Deluxe campaign:  This will internally be done before the end of this Month and release early next month.  The voice overs and the new dialog system is now done. It does make it a lot better and having more missions and cut scenes to flesh things out further helps too.

Campaign 2, which won't come out until the end of the Summer, will shed a lot more light on the Substrate's motivations. 

Right now, there's only like a hundred Post-Humans.  There's still billions of regular old humans on Earth and the Substrate's position is basically that the there won't be enough "sentience" to escape the Milky Way if it's spread across billions of humans rather than a handful (or ideally single, super-intelligence).   Haalee's well on the way to figuring out how to leave the galaxy, she's worrying about how to leave our local group (a set of galaxies that are gravitationally bound while every other cluster is expanding away form each other).

Example dialog: https://draginol.stardock.net/files/Flowers.mp3

 

Re balance, SupCom, and progression

The key feature, imo, that Ashes needs to pick up is progression.  That is a feature SupCom added that was not really in TA.  For example, we should allow Quantum Relays to be upgradeable to Super Quantum Relays that do 4X (and cost 4X). Same on defenses.

Re the long long future

imageI don't think the answer to Ashes is to have "tons" of units.  Right now, Ashes has about 15 units per faction.  I think it will end up being around 25 units (not counting future naval).

Some of this will be when future version of Ashes have diplomacy and trade features (ala Sins: Rebellion) as well as more specialized units (e.g. transports, spies, etc.).

However, I expect many of the units you have now to go away as time goes on.  They will still exist in the campaigns and scenarios of course.  But this is a war and each side will be upgrading their armies.

Anyway, that's all for now.

Ashes of the Singularity Gauntlet DLC adds New Scenario, Maps, and More

Published on Thursday, May 26, 2016 By Island Dog In Press Releases (Ashes of the Singularity)

Plymouth, MI. – May 26, 2016 - Stardock released the Gauntlet DLC for Ashes of the Singularity todayThe Gauntlet DLC pack contains the scenario “Gauntlet,” plus new maps that are ideal for free-for-all and 3v1 asymmetrical match-ups.

The single-player "Gauntlet" scenario pits the player against two Substrate entities that are fighting an ongoing war with overwhelming armies. In order to win, the player must cross the battlefront and seize control of the lone Turinium Generator in the North.

In addition to the scenario, the Gauntlet DLC comes with new maps such as the large 4-player map "Nightshade," the 6-player "Tanuk" map, and more.

"We’re adding some variety with new maps," said Brad Wardell, president and CEO of Stardock. "We wanted to throw some unique twists in there with things like the "Frontier" map, which starts a single player at the top of a plateau while they’re surrounded by everyone else and will have to fend them off."

The Gauntlet DLC is now available for purchase on Steam or through Stardock. v1.12 is also available for all current Ashes of the Singularity owners. For more information about Ashes of the Singularity, please visit www.ashesgame.com.


Screenshots
Screenshot 1 | Screenshot 2 | Screenshot 3 | Screenshot 4 | Screenshot 5


# # #

Media Contacts:
Kjell Vistad | Tom Price
ONE PR Studio [for Stardock]
stardock@oneprstudio.com
510.893.3271



About Stardock: Stardock is a developer and publisher of PC games and desktop software founded in 1991 by nationally recognized technology expert Brad Wardell. Located in Plymouth, Michigan, Stardock is a powerful leader in the video gaming and software development world.  Its PC games include Sins of a Solar Empire, the critically acclaimed Galactic Civilizations series, and Ashes of the Singularity. Stardock puts the user experience first through software that enriches the Windows experience for everyone from casual computer users to highly technical professionals. Products offered by Stardock include Start8, Start10, Fences, WindowBlinds, Multiplicity, and more at www.stardock.com.

About Oxide Games: Oxide Games is an independent digital entertainment studio focused on delivering revolutionary leaps in PC and console gaming. Its groundbreaking Nitrous engine provides industry-leading visuals and powers its first game, Ashes of the Singularity. Oxide Games is based in Timonium, Maryland. Learn more at www.oxidegames.com.

Offworld Trading Company patch 3 (ver 13174)

Published on Wednesday, May 25, 2016 By Derek Paxton In Offworld News

 

*** Released 5/25/2016 ***

 

Changelog

  • UI/campaign/adjacency bonus display: Added adjacency bonus display.
  • Fixed some lobby issues for Use Real Maps.
  • Improved AI.
  • Added stock delay when on the verge of a majority buyout.
  • Added a new Majority Buyout Vulnerable event.
  • UI: Fixing missing building icons for Scientific versions of Chemical Refinery and Steel Mill.
  • AI much better at handling ice maps.
  • UI: Adjusting the metal mine icon for Soren.
  • UI/campaign character select: Improved the (as Assistant) text to work better.
  • Players can now choose between 1v1 and 4p ffa at any time.
  • Added Scavenger's building texture.
  • UI/in-game/resource deposit display: Align geothermal icon.
  • UI/campaign character select/settings button: Trying to make the text sizes fit.
  • UI/campaign/planet links: Now have dotted lines that animate toward available missions. Lines are grey between colonies that have no bonuses, player colored if there is a bonus. Doing work on the nodes now.
  • Goon squad is now the same height for buildings and constructions.
  • Claim block timer no longer blocks the resources.
  • Improved text for New Days.
  • Cut down required base inline icons and adding the needed tutorial ones to the tutorial mod.
  • Scavengers now have to wait 40s for the black market to unlock.
  • Fixed a hang waiting for a ranked match to begin.
  • UI: Auctions now use a sane layout in team games.
  • Crash fixes.
  • Adjusted the AI that takes over dropped players.
  • Fixed typeo (this is seriously how this entry came in from the devleoper, I'm not sure if I should be scared).
  • Martian Thrillride sound now plays at appropriate time.
  • Added help to explain future colony income.
  • Added a Play Soren achievement.
  • Added help text if Daily Challenge is disabled to explain why.
  • Fixed some issues with the hologram.
  • Reni-6 is now 3% less likely to become sentient, take over your computer and begin ordering batteries online.
  • Fix for leaderboard name pointing to garbage memory in some cases.
  • Added match history screen.
  • Fixed some Core Sample issues.
  • Click on Auction winner in chat log will go to their HQ.
  • TAB cycles forward through HQs, SHIFT+TAB goes backwards.
  • Fixed charts & graphs bug.
  • Destroyed Offworld no long count towards buyout percentage.
  • Boosted market effect of events.
  • Fixed issue with hologrammed offworlds and player list.
  • UI: Moving replays list to the match history screen.
  • UI: Splitting date and time in match history layout.
  • UI: Fixing the "Tip:" label on the loading screen.
  • UI: Updating match history labels and layout.

 

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