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Customize Your Game (Part 1): AI Options

Published on Tuesday, November 1, 2016 By Tatiora In Ashes Dev Journals

If you're like me, you're not a guru at real time strategy games.

If you're not like me, then I'm jealous.

I am the kind of person who needs a lot of practice in order to even resemble some level of competency in a game as massive as Ashes. With so much going on at once, it can be hard to understand where my weaknesses are - as well as my strengths - and what I can do to compensate for or take advantage of them.
 
Fortunately for me (and for anyone else new to RTS), the new Escalation expansion makes it easier to learn and practice thanks to the newly added map options and already existing AI options, which I'd like to highlight here. There is quite a lot to talk about, so part one will focus on the AI.
 
One of the advantages I don't have as a fairly new RTS player is being able to identify my enemy's strategies and build in order to defeat them. Admittedly, my first several playthroughs of Ashes were nothing more than clicking on a few of the same familiar units, hitting "repeat queue" and going about my merry way as I tried to collect enough resources to avoid crashing my entire economy.
 
Spoiler Alert: that didn't work for very long.

 Escalation 1

At any rate, the AI options for Escalation allow for a level of very specific practice. Instead of just the default AI and various difficulty levels, I can select "personalities" for my opponents that change the way they play against me.
 
While I'm not quite there yet, this has been helping me to gain a better understanding of how to counter certain types of tactics. By being able to focus on practicing against a certain "type" of player, I am also getting better at identifying what types of things signal my opponent’s strategic intent.
 
Let's take a look at the options:
 
Skirmisher
An AI that loves cheap units, lasers, and getting into battle.
The Skirmisher AI plays closest to what my personal strategy usually is - build lots of "little" units quickly, group them up, and conquer regions systematically. The problem is, I tend to bunch them all together and send them out in a single conglomerate mass, which usually leaves me wide open to attack when I’ve got nothing at my base save for a few defense turrets and a couple of overworked nanobots.
 
Playing against a Skirmisher AI has shown me how much stronger I can be with the smaller and cheaper units by building extra factories, splitting up into multiple, well-rounded armies, and scouting ahead before over committing.
 
Defender
An AI that believes a good offense starts with a good defense.
I have the hardest time with turtlers. They are much better at building up their bases than I am and they are so quick with their defensive systems that by the time I get an army of my smaller units there, they shred me to pieces when I finally arrive. I used to love turtles, and I suppose I still do in the cute little animal type context, but certainly not in Ashes.
 
To combat this, I have gotten better at managing my resources so that I can build bigger guns more quickly. While they're far from indestructible, a dreadnought hitting the battlefield is enough to rattle even the most bunkered down turtle-types. I have also found a particular affinity for taking to some air combat - sometimes, I get lucky, and my opponent has neglected to build up their anti-air defenses.

Bomber
An AI that prefers to use artillery bombardment. 
I still have some trouble with this one. While I am getting better at building heavy-hitters, I am still learning how best to defend against them. Sometimes, lots of small and cheap units early on can stave off this kind of problem for me, but that’s not always reliable.

I am learning to remember to use my orbitals and to build up as many turrets around my base and my newly conquered regions as I can. Oftentimes, I forget to leave anything to protect regions that are more valuable (I am always struggling to have enough radioactives to build the things that I want), so this has taught me to "leave my mark" as I divide and conquer.

 Escalation 2

Cruiser
An AI that targets enemy Nexuses early and often.
This hurts, no way around it. In fact, I remember my first game against a one Adam Biessener where I thought I was doing just dandy, only to discover that I had absolutely no defense against his "hit 'em hard and hit 'em early" strategy. Once I'd recovered from my embarrassment, I went into future games knowing full well that building some early game anti-air was imperative.
 
The Crusher type is really aggressive, and I haven't had too much practice against it yet. One of my major handicaps is my speed. While speed isn't the primary skill necessary for playing Ashes well, a level of familiarity with what units you want to build, what each unit does, and how best to combat the strategy of your opponent is critical for being able to make quick decisions and commit to your own plans. Playing more frequently against an aggressive AI like this has made me better at avoiding critical time-losing mistakes.
 
Drone Hiver
An AI that favors using drones in battle.
To be honest, until I started playing against the AI on this setting, I hadn't had too many encounters with people who used a lot of drones, including myself. I have, however, played enough Starcraft over the years to know what it's like to be "zerged" to death - let me tell you, those little alien buggers ain't got nothing on these drones!
 
I sometimes have a hard time focusing when a lot of things are going on at once, which is why RTS games can be difficult for me to keep pace in. When someone attacks you with drone swarms, there is a lot happening at once. Practicing against this AI mode has helped me learn to see the important things when under massive attacks (i.e.: the source of the drones) and stay calm under fire so that I am able to win more often.
 

In the next article, we'll cover the new map options in Escalation and how to use those to either help yourself practice, play a more relaxing game, or play something that will really challenge you.


Offworld Trading Company Update 6

Published on Thursday, October 27, 2016 By Island Dog In Offworld News

***RELEASED 10/27/16***
 

Features

  • Campaigns no longer auto-saved on defeat
  • HQs are auto-selected after founding
  • Added Include Ceres Location option for the campaign


Balance

  • On Ceres, Chem Labs now give an adjacency bonus to Nuke Plants
  • On Ceres, Glass Kilns get a 50% bonus on Salts


Fixes

  • Fixed items causing tutorial progress to be blocked.
  • Fix for joining a Ceres lobby without owning the DLC
  • Fix for popup buttons being oversized


AI

  • AI better handles Ceres maps in the campaign


UI

  • Menu UI updated to be more consistent
  • Featured Items show on the start screen
  • News ticker added to main menu for information and updates

Ashes of the Singularity: Escalation - Strategic Zoom

Published on Thursday, October 27, 2016 By rrfarmer2000 In Ashes Dev Journals

In this video we reveal the added larger maps, more players in a match, more gameplay options and the new "Strategic Zoom."

Players of “Sins of a Solar Empire” will feel right at home viewing the map at this long distance. Being able to set waypoints and queue up orders from farther out makes commanding much easier!

New game options will allow customization of exactly what type of rushes or limits you want on the game. Do you want to take regions with overwhelming force or have massive defenses? Try the new Entrenchment options! Don't want to worry about those sneaky Quanta abilities? Turn off Orbital Coverage altogether!

A few of the new map setup options:

  • Atmosphere: Turn off to disable air units.

  • Orbital Coverage: To disable Orbital Abilities

  • Nanobot Productivity: How fast buildings and units build.

  • Neutral Defenders: Random, light to heavy or completely off.

Stay tuned, we look forward to showing you many other improvements and new additions!

Order Ashes: Escalation today!

Escalation: Fact sheet and FAQ

Published on Wednesday, October 26, 2016 By Draginol In Ashes Dev Journals

The Basics

  • Massive-scale real-time PC strategy game
  • Requires Windows 7, 8, 10 with 2GB video memory, DirectX 11 or DirectX 12, 4 CPU cores.
  • Stand-alone expansion to Ashes of the Singularity. Includes everything from the base game plus Escalation.

 

 

The Specs

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The Screenshots

 Esc_SS1 Esc_SS3 Esc_SS2

The Details

12 new missions further chronicle the story of Ashes of the Singularity:

  • Campaign 1: Memories- See the events of Imminent Crisis from Haalee’s perspective and understand why she gave birth to the Substrate.
  • Campaign 2: Escalation- The PHC struggles to to fight the Substrate threat while internal rebellions threaten to break them apart.

Gameplay

Wage wars with more than a dozen players at once.

Strategic Zoom: Zoom out and the map changes to a new strategic map that shows a holographic display of the entire battlefield.  This will allow you better control of large groups of armies across the map. 

The Substrate use a new economic system that keeps them from wasting resources. They have unlimited storage, so they can gather infinite amounts of Metal and Radioactives for when they need them.

Game Options allow you to configure the world you want to play on. Explore 9 new map option sliders in both multiplayer and single player games. Configure the game you want to play by fighting on worlds without the atmosphere to support aircraft, increasing resource production, granting bonuses to entrenched armies, and more.

New Orbital Abilities

  • Orbital Jam (Substrate / PHC): Protects a large radial area from orbital abilities for a short period of time.
  • Nano-Mesh Armor (Substrate/ PHC): Provides an armor bonus to targeted units.
  • Nano-Transport (Substrate): Reinforcements automatically teleport to the army when they are created.
  • Emergency Turret (PHC): Call down a temporary turret to defend a region.
  • Rush Build (PHC): Doubles rate of production to give you a burst of resources.
  • Serpentine Turret (Substrate): This construct can be placed anywhere you have vision, allowing you to deploy it behind enemy lines or to set a trap for incoming forces.
  • Sapper (PHC): The Sapper can be inserted anywhere you have vision.  It builds small turrets that can harass or entrap enemy forces. 
  • Saboteur (Substrate): The Saboteur can be inserted anywhere you have vision. It specializes in destroying buildings -- use it to target your enemy's defenses or cripple their economy.

New Worlds

  • Crystal Worlds: Explore alien worlds covered in massive crystals.
  • Lava Worlds: Fight battles over volcanic pits on these burning worlds.
  • Huge map size: Even larger maps to conquer.
  • Multi-tier terrain: Get the high ground advantage with more levels available on maps. The terrain might keep you from being able to get to your enemy, or might provide excellent places to bombard your enemy from.
  • Dynamic Weather: Clouds and storm fronts will occasionally travel across the landscapes.

New Structures & Defenses

Buildings can be upgraded into more powerful forms. For example, Smarties can be upgraded into the new Barrager building.

PHC Advanced Sky Factory and Substrate Aviary that build advanced aircraft.

New turrets that allow you to better hold territory, harass enemy lines, and strengthen your defenses: 

  • Barrager (PHC): This upgrade from the Smarty Launcher has armor penetrating rockets that are effective against both air and ground units.
  • Constable (PHC): A cheap anti-air gun useful for a rapid deployment to quickly build up your defensive line or respond to a sneak attack.
  • Eliminator (PHC): The Eliminator takes out enemy aircraft with a single shot. Great against Strategic Bombers and Harbingers. 
  • Oblivion (PHC): This upgrade to the Artillery Post fires a single depleted uranium round whose kinetic energy is absolutely devastating to single targets. 
  • Odin Artillery (PHC): A long range gun with AOE rounds, useful for shelling groups of enemies from afar. 
  • Exterminator (Substrate): This expensive weapon is great for attacking both air and ground units.
  • Starburst(Substrate): A flak cannon that sends out a pulse of energy above it to damage groups of enemy aircraft. 
  • Disruptor Cannon(Substrate): This nasty cannon will absolutely melt incoming swarms of frigates.
  • Deadly Annihilator(Substrate): This upgrade to the Annihilator shoots endless streams of superheated plasma that does even more damage to both air and ground units.
  • Pulverizer(Substrate): This nasty creature fires a steady, long beam that does massive damage to everything in its path. 
  • Serpentine (Substrate): This construct can be placed anywhere you have vision, allowing you to deploy it behind enemy lines or to set a trap for incoming forces.
  • Sky Ender(Substrate): An expensive anti-air defense cannon that is great at taking down squadrons of enemy aircraft. 

 

Units

  • Hera (PHC): A giant tank sporting heavy armor and a really powerful gun. Useful for holding a defensive line against waves of enemies. 
  • Instigator (PHC): A fast unit that can harass and punish enemies that have spread out too quickly. 
  • Marauder (PHC): A large hovering gunship used to destroy enemy cruisers. 
  • Strategic Bomber (PHC): Send this bomber in to destroy your enemy's buildings with a single large explosion. 
  • Charon (PHC): Allows reinforcements to instantly teleport to whatever army it is part of.
  • Mobile Nullifier (PHC and Substrate): Late game unit that prevents enemy orbitals from acting on the army it is part of.
  • Caregiver (Substrate):  This unit boosts multiplies an army's strength by recharging its defenses.
  • Harbinger (Substrate): A flying unit specially designed to blow up your enemy's buildings.
  • Harvester (Substrate): A small unit that increases the amount of resources gathered, boosting your economy. 
  • Masochist (Substrate): Becomes more deadly the more it has been damaged. The perfect spoiler weapon. 
  • Rampager (Substrate): An evil looking thing that is great for destroy large numbers of small units. 

 

 

FAQ

Q: Why is Escalation a stand-alone expansion? Does this mean you’re abandoning Ashes of the Singularity?

No.  We definitely did not intend to create confusion by having two different purchase options.  What we want to do is have an entry-level way to get into Ashes of the Singularity where we could keep the gameplay close to its core vision: an approachable RTS for newcomers to the genre as well as veterans, and then have Escalation be for power users.

Right now, we sell both Sins of a Solar Empire: Trinity ($19.99) and Sins of a Solar Empire: Rebellion ($39.99) with the same idea in mind.  When it came time to do Escalation, it didn’t occur to us to release it any other way.

Q: So will the base game continue to receive updates?

Absolutely.  We will be updating Ashes for years to come both in terms of new DLC and content for those who prefer its more streamlined game play. We will also evolve Escalation to be more sophisticated.

Q: Was it always your plan to have Escalation and Ashes take on different roles?

No.  When we released Ashes of the Singularity, the comparisons with Supreme Commander brought in a lot of Supreme Commander fans as well as RTS gamers who wanted to see Ashes of the Singularity have more depth in terms of units and strategic management.  As our beta testers can attest, we strongly resisted this as we did not want Ashes of the Singularity to become a hard-core only game.  But, the fan advocacy for depth became irresistible and Escalation was born.

Q: Were you surprised at how successful Ashes of the Singularity has been?

Very.  Technically speaking, only a minority of PC gamers can even play Ashes of the Singularity.   Only a really small percentage of PC gamers who play strategy games have the hardware that Ashes requires.  As we would regularly remind our founders during the beta, Ashes had a very small budget (1/9th of Supreme Commander not counting Forged Alliance).

The original projected sales goal for Ashes was 50,000 units in its first year from release when we budgeted it.  That would have covered the core game development costs which would in turn allow us, over a period of years, to roll out new content to the game (naval units, more races, etc.).

Selling 100,000 units by the 6-month point (not counting the hundreds of thousands of OEM buyers via video cards), combined with the overwhelming demand that we flesh out the game in terms of depth, led us to increase the team size dramatically after release.

This may come as a shock, but the base game had only 4 developers and 2 artists (along with some contract modelers).

Remember, when we started this project, there was no DirectX 12, no Mantle, no Vulkan.  So we had to plan on a game that would only run on DirectX 11 for people with the absolute extreme of hardware requirements.  Obviously, if we knew there was going to be a DirectX 12 and a Vulkan, we would have had a bigger budget.

For Escalation, there are now 6 developers and 8 artists.  Still a relatively small team, but that is why Escalation has so much more in it so quickly.

Q: What about the people who bought Ashes of the Singularity for $49.99 when it first released?

We are going to give early adopters of Ashes of the Singularity a “season pass” to Escalation DLC that will last until the end of 2017.  That is, all new DLC created for Escalation they get for free (provided they register with us, as we need to know when they got the game in order to give them the DLC).

The Patron and The Patriot DLC

Published on Wednesday, October 26, 2016 By Draginol In Offworld Dev Journals

otc_thepandp_page-background

Greetings!

We’re releasing the biggest DLC for Offworld Trading Company yet today.  It adds a lot of new content and is, btw, only $4.99.


The Campaign

The Patron and the Patriot is a DLC pack focused on enhancing the single player campaign mode within Offworld Trading Company.

The campaign mode that shipped with the base game operates like a competitive tournament that lasts for seven games. There are nine characters to play, each with their own set of perks. While playing games, your character earns new perks through victory bonuses, events, and via accumulating income that can be spent on perks of your choice. Your strategy applies not just to each individual game, but to your character's perk progression, which lets you tailor your strengths and weaknesses for use in later games to be played. Elimination rounds begin at game three, removing the weakest competitor from the tournament each week, until only four remain to compete in the finale, where stock buyouts eliminate the rest, leaving a sole survivor with a monopoly over all of Mars.

Upon this foundation, we have crafted enhancements designed to improve Breadth, Depth, and Immersion for campaign players who purchase The Patron and the Patriot.

Patron_and_the_Patriot_10Day_Campaign (1)

FEATURES

  • Colony Class - Each colony now specializes in one area of the economy, altering local market conditions in a variety of ways.
  • Campaign Length - The campaign tournament can now last for 4, 7, or 10 games. Each length comes with its own balance tweaks and gameplay subtleties.
  • Wholesale Orders game mode - Not all colonies want you to build habitats and work modules for them. Now some instead want your company to supply a variety of wholesale goods.
  • Two new Characters - New CEOs with new gameplay perks.
  • Story-Driven Campaigns - Six interactive short stories about life on Mars, available to experience through playing the new characters on each different length of campaign.
  • New Staffing Perks & New Achievements

 

Breadth

New Colony Classes

Early colonies on Mars had to be self-sufficient. They consisted only of generic habitat modules, which consume life support resources (and drive up prices on these resources), and workplace modules, which consume certain industrial resources.

Rapid colonization of the planet opens up opportunities for colonies to specialize, creating an interdependent web of trading partners amid a more sophisticated Martian economy. Now in addition to generic Habitat and Workplace modules, many colonies have customized module types, which consume different resources than the default types (driving up prices on a different set of commodities) and even in some cases producing resources (which actually drives prices down on those commodities). Custom module types require different materials for construction, which affects games where the colony desires companies to build more domes for them.

We have added 17 classes of colonies in The Patron and the Patriot. These now provide a wide field of localized market conditions, which you as player must anticipate and manage in order to succeed. There are also gameplay tweaks associated with each colony class, including local price controls on commodities produced by the colony and special rules unique to each class that may affect cost or availability of gameplay options.

 

Campaign Length

Changing the number of games played in the tournament affects perk progression. Since perks are the skeleton that gives shape to the body of a campaign, the new campaign lengths offer new opportunities for player strategy.

The shorter campaign length provides fewer opportunities to gain perks before the finale, so starting capital is increased. Players (and their AI opponents!) have the opportunity to make multiple staffing hires before the first game is played, allowing for a "jump right in" strategic experience that pays dividends quickly. With fewer elimination rounds, the number of opponents is reduced and opponents per game is reduced as well. There are fewer levels from which to choose, though, which may require you to play some more difficult scenarios.

The longer campaign length grants more opportunities for progression, but starts with a lot less cash to spend on perks and does not let you make permanent hires for the first couple of weeks. You must decide whether to spend heavily on temporary perks in the early going or try to save toward bigger purchases later. Any income earned from the early games will carry on longer, so this is no easy choice to make. Every game in the early going will pit you against three of your rivals, making for busier and more difficult games. There is more opportunity to recover from a bad game, though, and still press on toward ultimate victory. Near the end of the tournament, you must face more formidable opponents, who themselves have accumulated a high amount of perk progression and pose more threat to you.

 

Adding Depth

Game Modes: Colony Build vs Wholesale Orders

In Colony Build mode, you know what you're up against: need lots of Aluminum to build habitat domes and at least one construction resource for building workplace modules. In The Patron and the Patriot, colony class may affect which modules are available to construct, which can vary the resources you will need to provide. (Penal colonies, for instance, use Carbon instead of Aluminum for constructing their Prison modules.) So even for Colony Build mode, your company will need to become more versatile.

Wholesale Orders mode offers a much more dynamic challenge. The colony may request any of the commodity types. You will need to invest less cash than it takes to construct domes in Colony Build mode, but your material investments will be greater. The size of the orders grows throughout the game, requiring an ever-steeper resource cost. Some order types may be fixed, where the colony will want ever-larger orders for the same commodity. Other orders may be dynamic, where a randomly-chosen resource type will be needed for each successive order filled. Even the number of columns that will be fixed or dynamic changes from one game to the next, requiring your strategy to adapt to the individual market conditions of each game played.

Greater depth of strategy will be needed to succeed in this new, more dynamic Martian economy.

New Characters

In his youth, Doctor Mikhail Nekrasov discovered transparent aluminum, the first clear metal suitable for use in construction. Today he is rich beyond measure, but Mikhail is slowly losing his battle with ALS. A crime committed against him lured him to Mars. Fate may be what keeps him there.

Patron_and_the_Patriot_Character_ColonyOrders (1)

Dr. Nekrasov holds the patent for Transparent Aluminum, which permits him to substitute aluminum for glass in construction. As an indie developer, he can construct any HQ type. His company's mining, steel-making, and geothermal capabilities are unmatched, but his specializations leave weakness in other areas.

Manuel Valencia was the brightest star in a young group of investors helping to rebuild the global economy. His firm, Icarus Investments, was responsible for establishing Santiago as the financial center of South America. A failed gamble on his biggest trade cost Icarus a quarter of its assets. Clients fled and the firm was forced to shut its doors. Seeking a fresh start, Manuel has accepted an offer from Paulo Rubini to join Seneca and come to Mars.

Manny maintains good relations with many of his former clients. Some are willing to bet on his rise from the ashes, allowing him to maintain a strong bond rating and pay only half the cost (compared to others) for financing his short term debts. Manny has set up a Core Sampling division, which provides him one Core Sample perk per level of his local Headquarters. He has no staffing specializations, instead maintaining a versatile footing, from which he relies on his Core Samples to turn the resource tide in his favor at each colony.

 

Increasing Immersion

Story-Driven Campaigns

Six short stories have been written about life on Mars during the era of colonial expansion and economic diversification. The new colony class environment serves as the backdrop for these stories, while a fleet of colony ships sent from Earth to Mars during the optimum travel window (when the planets are near each other) explains why there will be a flurry of intense competition over the new colonies, which will culminate at a final game played at the last colony founded by the fleet.

The stories are driven in part by the player's choices. Interactivity is indirect: you will not face forks in the road where you choose the direct outcome of a story. Instead, the subplots and details of each story will mold themselves around the games that you play: your level selections, opponents faced, staffing perks, and victory or defeat in your games. You will journey with your character through playing the games, immersing yourself in life on Mars as you apply your strategies and struggle to obtain victory.

Patron_and_the_Patriot_Pirates (1)

Play the new CEOs to experience the stories. Each CEO has one story tied to each of the three campaign lengths, so you will need to win each campaign length twice (once for each new CEO) to experience all six stories to completion.

Replays of a story may yield new details not previously experienced, as different subplots or sections of background information are triggered by different player choices and game outcomes.

 

About the Designer

Bob Thomas, designer of The Patron and the Patriot, worked previously with lead designer Soren Johnson on Sid Meier's Civilization IV and other projects. Bob specializes in matters of game balance and replayability and has a background in writing. This talent set was well matched to the task of enhancing the campaign experience for our players.

 

The home page is www.offworldgame.com.  The Offworld Trading Co. Steam page is: http://store.steampowered.com/app/271240/.

 

Let us know what you think.

DEV DIARY: Black Market

Published on Tuesday, October 25, 2016 By Zultar327 In Offworld Dev Journals

Continuing the look back through OTC’s development, today we’ll be focusing on the Black Market.

The Black Market is a very familiar mechanic to anyone who’s played OTC for more than a couple hours. This is the tool that player’s have to directly and immediately interact with their opponents, by blowing up their key structures, disabling large sections of their headquarters, or sweeping all of their resources out of the sky. That’s why it might be surprising to learn that the Black Market wasn’t not initially part of Offworld’s design at all.

In fact, the Black Market originally was created because one playtester commented that “It would be cool if I could sabotage the other players’ buildings.” And from that thought, the Black Market came alive. And now that the idea was had, the iteration began.

And iterations there were. Some items have admittedly stayed relatively stagnant. The EMP shuts down a large area of stuff. Bribing a claim gives you an extra claim. Others have changed in dramatic ways. Pirates (I hate those filthy bandits) have gone through at least half a dozen versions in playable releases, varying in function (stealing vs exploding), form (ships vs a giant cannon), availability (auctions only vs Black Market tray), efficacy (200 units vs 100 units stolen), and consistency (%chance to steal vs cooldown).

Yet other items have shifted in other ways, with the ever popular Power Surge being a key example. Power surges were one frustrating area of randomness for players, specifically the way that they interacted with Goon Squads could be annoying. A Power Surge is placed on a tile then “bounces” to another adjacent tile. This used to be a completely random bounce, and if the surge hit a Goon Squaded tile (a “bad bounce”) the surge would stop immediately and reveal the Goons. These days the surge will not run into a Goon Squad until it has no other choice, significantly reducing the randomness of a Power Surge.

Finally, and perhaps most significantly, is a change to the Black Market itself rather than the items it contains. Previously the Black Market was a constant set of seven items (and even before that a set of six). There were plenty of ideas for Black Market items that could be added, but if they were just thrown in with the others the design space would simply become too crowded. So when additional, more complicated tools were added (hologram, spy) a system was implemented to select a random group of Black Market items for each match. This allowed for the new items to be added, and increased the variance of a game of OTC in a way that was manageable and interesting for the players.

There’s plenty more to say on the history of the Black Market, and if you’re interested in finding out more I encourage you to take a look at Soren’s own musings on the subject, available here: http://www.designer-notes.com/?p=1127.

DEV Diary: Some Escalation highlights

Published on Friday, October 21, 2016 By Draginol In Ashes Dev Journals

For this journal, I’m going to, in story form, give you a guided tour of Escalation.

 

Background..

Escalation is the first expansion pack to Stardock’s massive-scale RTS, Ashes of the Singularity.  It is sold as a stand-alone expansion with its pricing determined based on whether you already have Ashes of the Singularity or not.  To learn more, visit www.ashesofthesingularity.com.

 

The year is 2180…

The human race is at an inflection point.  The technological singularity has given humans capabilities that a person form the 21st century could scarcely imagine.  A handful of humans have made the transition to becoming “Post-Humans”, beings whose very consciousness is spread across multiple worlds thanks to the breakthrough technology of “Quantum Streaming” which allows for instant communication across great distances.

The largest group of these Post-Humans have formed a group called the Post-Human Coalition, PHC.  Its goal is to map out suitable worlds to expand to ensure that no individual Post-Human comes to dominate the rest.  Unfortunately, some of the Post-Humans have taken a different path. These renegades, still ostensibly PHC members, look to claim worlds for themselves. They fight each other and they fight the PHC itself. 

Into this turmoil has come a new enemy: The Substrate. The strong AI that has evolved along side the Post-Humans has determined that the PHC and its members must be annihilated before their recklessness jeopardizes all.

The planet, Elysium

Escalation doubles the number of playable slots from 6 to 12.  Today on the planet Elysium, 12 factions will battle against each other for control of the world.  Elysium is a crystaline world, a planet class new to Escalation.

 

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Setting up with 12 players.

 

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Crystaline worlds have a violet hue to them.

 

 

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Escalation adds some new very low-tier defenses that can be upgraded.

 

 

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and further out

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and further

Meanwhile on Pollux

 

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The new PHC Instigator is constructed at the Nexus. It is expensive but is quite effective at taking lightly defended regions.

 

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late game, it remains easy to manage vast forces across the world thanks to the strategic zoom.

 

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From up here it seems peaceful. Sure, I’m red but having an enemy army in my base is so less scary from space. Winking smile

 

 

 

Deneb Revisited

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Weather

 

More to come..

Who is Stardock?

Published on Tuesday, October 18, 2016 By Frogboy In Star Control Journals

With Star Control: Origins announced, people are wondering who Stardock is and what we’re all about.  Many of you are already familiar with us but for those who aren’t, here’s a background.

Game History

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When you read the comments on Stardock’s history we’re best known for our work on Galactic Civilizations and Sins of a Solar Empire.  You will also see some people mention Elemental which had a rough launch but came back with its sequel and expansion (which were given to Elemental early adopters owners for free).

For Star Control: Origins, we have created a new studio.  It is made up by industry veterans from Firaxis, Big Huge Games, Relic and of course Stardock.  Because of the size of the project, Stardock has teamed its partner studios together: Stardock’s new Towson Maryland studio + Soren Johnson’s Mohawk Games (helping with the art direction, networking and design support) + Oxide Games (Nitrous game engine).  It’s an amazing team of people who know Star Control inside and out.

Our general development philosophy has been to work with gamers to make sure the final game is really good.  It’s probably for this reason that Stardock, as a publisher, has one of the highest metacritic averages in the industry.  You are not just a customer, you’re part of the team and we’re very excited to have you here.

Star Control: Origins–Founders Program Phase II

Published on Tuesday, October 18, 2016 By Draginol In Star Control Journals

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Greetings!

Today we are opening up the Founder’s Program to Phase II in preparation for alpha testing (Fall) and beta testing (Winter). 

If you haven’t seen the gameplay teaser, you can check it out here: https://youtu.be/K6ntg47q_cM

We’re still very early in development as you can see.  The creatures and other cool stuff on the planets weren’t quite ready to show yet and we’re saving the best parts for a later reveal.

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Founders will get access to The Vault.  This is where our internal development blogs are kept, lots of not ready for prime time assets and screenshots are shown and the forum where Founders give feedback on what they like and don’t like what we’re doing. 

To join us, visit here.

DEV DIARY: Taking Stock

Published on Tuesday, October 18, 2016 By Zultar327 In Offworld Dev Journals

For those who don’t know, Offworld Trading Company came to Early Access on Steam back in February 2015. Immediately developers and community started working together to make the game the best it could be. Part of this process was making sure the community always had a good idea of what was coming next to OTC. Ever since release almost 6 months ago, finding information about what’s on the horizon has become more difficult for our players. The primary goal of this diary will be to make sure players know what we have to tell them about what’s coming next to Offworld.

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