**Released** Stun changes: Stuns (Phoenix, Falling Star, Stasis Hammer) no longer stack. If a unit is stunned while already being stunned, the cooldown for the stun is reset. Previously it would stack on top of each other (5 things shooting would make it stunned for 20 seconds) Falling Star stu
GGTheMachine
Your old save games won't work because it is a new game version with many changes that makes those files impossible to open. On Escalation's steam properties, under the betas tab, there is a branch for "Previous" which will revert your game back to the 2.8 version, making your save games able to be loaded again. (But you should go back into 2.9 once those save games are done and you are going to start a new mission or skirmish.)
Woah congrats and thanks for sticking around! :D
[quote who="Old-Spider" reply="1" id="3764037"] The Kinetic Accelerator makes no sense. It upgrades from itself. The "for" tips are for the Battery Tower and the "against" tips are for the Kinetic Accelerator. The tips for the Battery tower includes information about the Kinetic Accelerator and Battery Tower. There is no Battery Tower listed. [/quote] Oops! Yes we originally had the Battery Tower which got renamed into Kinetic Acce
Just launched is the Hunter / Prey expansion alongside the massive 2.9 update. Hunter/Prey adds in lots of new units and buildings and I'll explain in detail their roles and some tips and tricks to using them. Overall, most of the new content is niche and situational compared to the existing content. This was to deliberate to ensure the new content opened up new and widened strategic options instead of overlapping with old stuff. <a href="https://store.steampowered.com/app/11761
Hunter Prey introduces 6 new base defenses for the PHC that create tactical new utility. To counteract this the Substrate have access to 6 new ground units, some of which excel in Sieges. New PHC Buildings: All towers are upgrades to existing towers, or they can be built directly from the Sapper advanced engineer. <span style="fo
**Released** Artillery & Base Defense Rework Base Defenses and artillery Cruisers are getting a rework to make the game flow better and be more intuitive to new players. (Rather than 10 Cruisers getting destroyed by a single Sentinel.) Previously certain units were unable to attack structures or units with their main weapon which was contrived
A lot of engineer time would be needed to make a game run on Mac. Given that Mac makes up a tiny number of gamers, it's not worth the investment unfortunately.
We have recently buffed the Ion Cannon internally. It will be much stronger next update!
**Released** The 2.81 update addresses balance consequences of the recent size rework in the 2.8 update . The larger models clump less which meant area of effect weaponry was weaker, so the following changes are mainly buffing some of the under performing splash. The size rework also made frigates more powerful relative to cruisers due to their abilit
Many RTS campaigns have a meta-map which dictates the flow of the campaign, such as the one found in Dawn of War: Dark Crusade. Meta campaigns aren't inherently a good or bad approach compared to a traditional, linear mission structure, it depends on how well it's executed. Meta campaigns are easy to mess up and be an anti-fun grind, so they should not be tacked on as an extra feature. A meta-campaign should be the entire focus for the single player campaign or a substantial DLC like Co
Strategy and mayhem are the core of what makes a tower defense fun to play. Tower defense games need to pose meaningful decisions to the player, but while also containing tension and frenzy. Siege of Centauri went through different iterations internally as we tried to find the perfect mix of strategy and mayhem. Strategy and mayhem aren't inherently at odds with each other, but inevitably will be at times. Each tower defense game has different leanings, but there's always a balance to strike
We love Tower Defense games at Stardock. We’ve played our fair share, and many have served as inspiration and reference for our work on Siege of Centauri. Before I started on Siege, I went on a Tower Defense binge to analyze and understand what makes for a good Tower Defense game. Here are the pillars that I think are critical to developing a good tower defense game. Variety of Creeps Tower Defense is inherent
Sorry for the delay in getting back to you! I looked into this now, Indeed this problem of the Eta Llorven IV base not spawning is a result of playing the game from beta. As a result this is not something we'll fix as it is specifically only affecting you because you started during the beta. The good news is, the reward you get from completing the quest is the Lexite Interceptor Blueprints. You now also get the Lexite Interceptor Blueprints during the 'Return of the
Super units are a controversial topic in RTS; some people love super units while others hate them. Some RTS games handle super units well, while in others they’re obnoxious. RTS vary a lot in their focus, and by extension, so does the implementation of super units. There’s no si
[quote who="StormingKiwi" reply="1" id="3744887"] I think I missed the point of this. I'm not sure what the underlying question is. [/quote] The point was that many RTS games have boring base building, where the placement of structures isn't meaningful. But then some RTS games take it to another level because of how their games are designed in a way that placement of structures has consequences. I wanted to highlight the examples of
Dawn of War 2 (DoW2) got slammed on launch by many fans of the original for its removal of base building. I found the base building in DoW1 to be shallow, so I never viewed DoW2’s removal of it to be a detriment and DoW2 is still one of my favorite RTS games. Base building in RTS is t
**Released** This minor update has many balance changes, in particular aimed at making dreadnaughts more viable and better equalizing the power of each faction's orbital abilities. Balance is overall in a good spot so these and other future changes are subtle. Atlas <li sty
Star Control: Origins has been out for for a month now and we've been flatout working on additional content, improvements to the game and making it as smooth as possible. From our forums to Discord and Twitch, we've been reading and hearing your feedback! Our first step towards making the best game for our fans is the 1.1 update. Here's a breakdown of what that includes: **Free Multiverse DLC** The most exciting thing for 1.1 is t<span style="font-weight
If you have enough metal to build something but not enough rads, you will only build it as fast as you have the rads to support it. The hyper specific mathematics of that I don't know and I don't really see why it matters.
The only DLC is currently the sound track.
King of the Hill is a scenario for Ashes Escalation where the player has to hold out as long as they can against endless waves of enemies. It plays out like a Tower Defense game; establish a strong defense and continue to place more turrets and upgrade them to bolster your posit
Escalation 2.76 Update **Released** After much testing and iteration, 2.76 has launched! 2.76 is a minor balance patch to improve strategic diversity. Most of the changes are subtle, but the heavy cruisers are receiving some significant power reductions. Martyr <span sty
Star Control: Origins lets you do a lot of dumb things. Starting off in command of humanity's latest and greatest spaceship, your orders are to travel to Neptune's moon of Triton. On the way there, you're free to fly into the sun and melt your entire crew or explore the planet Venus and watch your planetary lander immediately get obliterated. This game doesn't hold your hand in the way most RPGs do, where you're forced sit through a tedious tutorial and it takes a long time to encount