Brad Wardell's site for talking about the customization of Windows.

NOT RELEASED

(expected early this week)

  • Engineer speed increased
  • Lower tier units move somewhat faster
  • Cosmetic improvements to the Cronus dreadnought
  • Map fixes
  • New Map: Grison
  • Fixed bug that caused teammates to take attrition damage when in a teammate's territory
  • Game setup settings are now remembered
  • Game setup bug fixes
  • Various UI fixes
  • Air units move much faster
  • Creeps now span in groups of 4 instead of 1 to slow down easy rapid expansion.
  • DirectX 12 related fixes
  • Double-clicking on units selects multiples in area.
Thanks to everyone who played and crashed! Your reports automatically come to us.  Lots of good feedback.  We hope to have this up by end of day tomorrow.
 

 


Comments (Page 1)
2 Pages1 2 
on Oct 25, 2015

Thank you, will we see a Fix for DX12 build? i think many of us are having a really bad FPS in DX12, it started happening for me after the first 38 MB patch in the 0.60 build, and i think after that the DX12 got broken for many of us, are you working on optimizations for it?

I think this is more important than increasing the speed of the engineer or units.

Sorry don't take me wrong but i do think that you guys need to give more importance to the game to make it run the best way possible in as many Pc's as possible, using DX12

Thank you.

on Oct 25, 2015

I have to try it to be sure but I don't like the sound of it. Game is going to be slower at the begining when there is little to do and faster in the late game when there is a lot to do.

on Oct 25, 2015

Gatokatcha

I have to try it to be sure but I don't like the sound of it. Game is going to be slower at the begining when there is little to do and faster in the late game when there is a lot to do.

It speeds up the early game quite a bit as your engineer moves much faster.   The creeps don't all show up at once, they slowly grow in time. What it prevents is someone (like me) building two Hermes and taking over half the map with 2 units.

Also, we are starting to get things ready for the Orbitals which are scheduled to have two types of early game acts:

1. Incursion (call down a small armed force to anywhere on the map you have vision)

2. Engineering call down (call down an engineer anywhere on the map).

 

on Oct 25, 2015

I really like the incursion one, can't wait to try use them when orbitals become available

on Oct 25, 2015

Thanks for the clarification. I have to try to get as much of the map as I can before the patch is out.

    Have a good sunday.

on Oct 25, 2015

Thanks for this first ea patch. the changes look promising.

 

i would like to draw your attention on some game routines, regarding the formations, and the range at which the groups engage the enemies. please forgive my approximative English.

 

i'm sure that those things will be taken care of and improved with time. particularly :

 

- formations :

First lines with armored/heavy T1 or T2 units, artys and AA behind, dreadnoughts and maybe Healing units at the center. maybe smoother the way the whole formation move, or specially turn, or U-turn to face a new direction, or an enemy.

after that, i'm glad to see that the "meta-units" kinda work already pretty well, mutual cover, Healing, and the shared buffs are great. keep improving those routines with squared mechanics, and it will be a blast.

 

- Firing range, rules of engagement :

We build multiple groups, with many kind of units. a good composition of the meta units bring the good buffs. for example, if i want to have a "long range" group, i take the siege dreadnought, AA or arty units, and some healers (for energy regen i think?). at the opposite, we may want to build a "frontline" group, with a dreadnought killer or an area supremacy dreadnought, armored T1 or T2s, and healers...etc. So to say, more specialized groups, and buffs.

Or we simply build a "multi-purpose" group, with all kind of units. so we get all the buffs.

The question is, how is managed the general range of engagement of the group? is it based on the dreadnought type and position? sometimes we see some units advancing to attack, or staying at the back/on the sides, to protect the group or retaliate against some lone enemies. This sensation of "mutual cover" is very pleasant.

But for now, we also see quite often a whole group "breaking the distance" when we A-move, and colliding in an enemy group. i'm sure you'll take care of the ranges of engagement, and when a group has to stop in order to attack and maximize its efficiency.

Consequently, have you planned some kind of "stances" to manage the group behaviours? perimeter defense, static defense, attack at will? close/medium/spaced formations? we had some good routines in Sins of a solar empire to manage these behaviours. As the game seems to rely on macro management, these kind of routines could be handy for the players, and the macro strategies they could try to develop. sure you already looked ahead and thought about that.

Other tiny things come to mind : 

For example a better readability of the builder units. could they appear separated from the others in the left panel? just like the "subsection" for the buildings? for example with different colors. a green one indicating that the builder unit is ready for a task, a red one indicating that it is busy, or a tilting icon, this sort of things. or simply an icon above the unit on the game screen?

Another thing, a visual effect could warn the player that his buildings suffer from the "decay" when built on the "zone of influence" of another player. (even when built where a teammate has his zone of influence?)

The visual effects rendering the range of radar detection (for the building or units) are quite interesting. if i understood well, the "blue dots" represent the zones that the radar can't detect : because they are out of range, or because of the LOS i guess. the "red dots" warn the player of enemy presence. maybe i didn't find it, but do we have a clear "detection range circle" with the UI? when holding Alt or Shift, or when we turn the bars/indications on in the options (different from the one of the units, representing the firing range i guess)?

 

Just some observations gathered from the first games. i may be wrong about some points of course, maybe i didn't understand perfectly the game mechanics yet.

This pre-beta is very promising and the game has definitely a tremendous potential. keep up the good work guys

on Oct 25, 2015

Frogboy

Also, we are starting to get things ready for the Orbitals which are scheduled to have two types of early game acts:

1. Incursion (call down a small armed force to anywhere on the map you have vision)

2. Engineering call down (call down an engineer anywhere on the map).

 

Wow, so awesome! I think orbitals have so much potential to make this game ridiculously fun to play. Imagine someday you can have two kinds of global abilities. There is the standard "everyone has these every game" ones. Then, like in Age of Empires 3, there are those you unlock over the course of many many games, and you build a "deck" of orbitals custom to your play-style. DLC and expansions can release new orbitals, though obviously balanced so people don't feel like it's pay-to-win. Sounds fun to me, anyway.

on Oct 25, 2015

Any fix by the game speed controls ?

on Oct 25, 2015

ananp

Any fix by the game speed controls ?

You can hit  + and - to adjust the game speed.

on Oct 26, 2015

Frogboy

1. Incursion (call down a small armed force to anywhere on the map you have vision)

What about you send a fast air unit to the enemy Nexus and then drop the Incursion As fast As possible, Will That be GG? Structures don't have enough HP, a small group of T1/T2 units can Destroy a lot of Structures.

on Oct 26, 2015

I am hopping that there is a max range on these abilities. It will be sort of broken if you can teleport anywhere onto the map - fly a scout plane miles behind enemy lines and drop a group an army down and an engineer. Build a base then gg. It removes ''front lines'' in my opinion. However, If you have a max distance on the global ability, say it can only be used so far away from a node you control on the map, I would be fine with that.

I think if we want to be able to transport units way behind enemy lines it would be better suited using Air transports. At least then a player would have an opportunity to defend it and not just have an army ''magically'' appear out of no where. 

on Oct 26, 2015

ASADDF


Quoting Frogboy,

1. Incursion (call down a small armed force to anywhere on the map you have vision)



What about you send a fast air unit to the enemy Nexus and then drop the Incursion As fast As possible, Will That be GG? Structures don't have enough HP, a small group of T1/T2 units can Destroy a lot of Structures.

That's no different than any other game. That's why incursions are so good.

on Oct 26, 2015

I hope the bug with multiple engineers not joining in when placing buildings with multiple engineers selected is fixed!  Drives me crazy. 

on Oct 27, 2015

Frogboy

That's no different than any other game. That's why incursions are so good.

 

True! you are so right and i like it, its fine by me, but i think its important for Structures to be tougher and last more before it get destroyed, at least to have some time to move back your army if you don't have any defensive structures.

Or Wait i have even a better idea! what about giving all the structures in the nexus Region some kind of defensive armor, what i am trying to say is that it will be a no easy job to take down the main base without some real firepower.

lets say maybe 100% more armor and health per structure? (only in Nexus Region)

 

It will be harder to rush the base but not impossible early game.

 

EDIT: Trying 0.61 Build, my DX12 Version does not open anymore... Whats going on.. on 0.55 i was running at around 30 FPS, 0.60 i was running at 5 FPS and now 0.61 My DX12 Game does not even open.

Can Anyone Help here?

on Oct 27, 2015

Did you try to strip out the graphic options? maybe one of then is preventing the game from running.

I had one game with 0.61. I like it specialy with the double clicking same type of unit in. 

Is the hermes still the best starting unit? I guess the brute is now more efficient to grab the first regions.

I'm replying to myself. One hermes can't anymore take a turinium generator but still works best to run from a regular region to another in the opening game.

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