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ASHES DEV JOURNAL: September 2017

Posted on Friday, September 29, 2017 By GeneralsGentlemen

G'day.

It's been a very busy past couple of weeks for us, between the launch of the new Juggernauts in 2.5 and the Steam Publisher sale we had last weekend. On a personal note, the Agamemnon and Eye of Darkness were the first two units I designed, so it was a great experience starting them from scratch and seeing them develop into the final end result!

##Friendly Community##

The other day I came across this Steam user review:



It's wonderful to see people appreciate the friendly community that has grown around the game. I want to give a huge thank you to everyone who participates in discussions, events and offers help to players on any platform.  I think we have a great community and it's a pleasure to work and game with you. The Ashes discord has been rapidly growing recently and has featured a number of improvements lately. If you haven't done so already, you can join it here.
[[..]]
##Air Transports##

They're coming! The designs for them have been completed and the concept art is being worked on.  Implementing Air Transports will be a big engineering undertaking, especially due to the level of automation we want to give them, so it will take some time before they are ready.  There will be two air transports for each faction, a light and a heavy transport, they will load and unload units via short range teleportation.

Here's a sneak peak of the concept art for the light and heavy PHC Transports:






##2.6##

We've recently begun working on our next major update, 2.6. Aside from the new tutorials, the current plans for this update is general gameplay and quality of life improvements, before we get too bogged down with big flashy new features such as Transports, Naval etc. This won't be the most exciting update, but it will feature some changes that should make the game feel and play better.

##New Tutorials##

We're about to finally retire our dated tutorial and replace it with two new ones, the Basic Tutorial and Advanced Tutorial. These pack in more important information to new players, in a much faster and more interesting manner. The tutorials will be most players first impression, so we wanted to improve the new user experience and make sure they aren't confused by mechanics that weren't explained to them. 

##Design Tweaks##

2.6 will include some small reworks to improve parts of the game. Here's a couple of ideas I've been playing around with lately.

Healing/Repair Rework:

Engineers & Constructors not being effective at repairing structures is unintuitive and unfair to Substrate who lack Medics.

  • Medics can no longer heal buildings
  • Engineers/Constructors can no longer repair units
  • Engineer & Constructor repair amount increased from 15 to 100

Substrate Air Production Rework:

Substrate can get control of the skies far too easily, being able to swap all land based production into producing air units. It is  impossible to scout a Substrate heavy air transition due to the lack of dedicated air production structure.

  • Light air units moved from Assembly to Aviary
  • Aviary cost greatly lowered.
  • Rampager and Harbinger locked behind tech buildings or some kind of upgrade
  • Punisher reworked to distinguish and have a unique role compared to the Rampager


What do you think of these ideas? What other changes to the factions would you like to see?

Cheers,
Callum.


Fans vs Dev Match #3 [Frosthaven Map]: Ashes of the Singularity: Escalation

Posted on Wednesday, September 13, 2017 By Island Dog

Designer Callum McCole (GGTheMachine) faces off on the Frosthaven map against one of the community's top players, Amelie, in the grand final of the August Escalation Tournament. 


Venturebeat Interviews Stardock's VP of Entertainment Derek Paxton about Vulkan API

Posted on Tuesday, September 05, 2017 By Island Dog

“In 2012, Stardock was at a point where we wanted to make games that couldn’t be made with current engines,” Ashes of the Singularity designer Derek Paxton told GamesBeat. “When I first came to Stardock, I said, ‘Hey, listen, let’s quit making a game engine and concentrate on making games. We’re a small company. We don’t have a huge staff. Let’s focus on the part that we’re really passionate about. Let’s make the games.’ [CEO and founder] Brad Wardell said, ‘good luck, go find that engine.'”

Read the rest of the interview here.

 


Juggernaut Unit Profiles

Posted on Saturday, September 02, 2017 By GeneralsGentlemen

Juggernaut Unit Profiles 

While Juggernauts are late game killing machines, we want them to maintain strengths and weaknesses so they aren't unstoppable and that investing in specific Juggernauts is a deliberate strategic consideration. Here's some info about the new Juggernauts and how they will fit in with our existing ones. 

Substrate Nest of the Queen



[[..]]
Effectiveness:

  • Frigates & Cruisers - High
  • Dreadnoughts - Medium
  • Juggernauts - Low
  • Air - High

The Nest of the Queen is the weakest in a direct fight, but it has rapid sustainability with the Shield Regenerator and Repair drones which can support itself or friendly units. Since the Drone & Air changes in 2.4, the Queen is quite powerful against air units.



PHC Leonidas 



Effectiveness:

  • Frigates & Cruisers - Low
  • Dreadnoughts - High
  • Juggernauts - Very High
  • Air - Low

The PHC Leonidas is able to easily duel any other Juggernaut, but it can be overwhelmed by large groups of land or air units. Field the Leonidas to counter enemy Juggernauts.



Substrate Eye of Darkness



Effectiveness:

  • Frigates & Cruisers - High
  • Dreadnoughts - Very High
  • Juggernauts - Medium
  • Air - None


The Eye of Darkness is effective against all ground targets due to full armor-piercing and high area of effect, however, it's the only Juggernaut which lacks anti-air defense, so it needs to be protected against air threats. The Eye can not stand toe-to-toe with the PHC Leonidas, so Substrate players will have to rely on Eradicators or Air Harbingers against it.

 

PHC Agamemnon



Effectiveness:

  • Frigates & Cruisers - Very High
  • Dreadnoughts - Medium
  • Juggernauts - Low
  • Air - Medium

The Agamemnon annihilates low tier units and buildings with its area of effect missiles and rapid firing laser batteries. Its triple barrelled auto cannons also boast an improved anti-air defense over the Leonidas and other Dreadnoughts. However, the Agamemnon's lack of armor-piercing leaves it vulnerable to multiple dreadnoughts or other Juggernauts, with the exception of the Queen due to the area damage against its frigates.


Let us know what you think! 

 

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