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Apparently the fix for the galaxy travel did not go through (basically, the game didn't like when I set it back to being free). This will be fixed for the next version, sorry for any inconvenience.

Hello everyone!

It's been a week since the release of Ascendancy 1.1, and in that time we've received some very helpful feedback. We're overall happy with the state and direction of the mod, and the response has been great, but there were a few issues (some major, some minor) we wanted to address before moving on to the next major version, the changes for which we'll be discussing soon. This patch will be the first of most likely two patches for 1.1 to address bugs and any flagrant balance issues. There are two options to install it- one which just has changed files from 1.1, and one which includes a new copy of the whole mod. In about a week, we'll be removing the download for the first to save possible confusion. The description has full installation instructions, as usual.

[Download - Patch Files]
[Download - Full 1.1.1]

Patch Notes:
1. All mesh and entity files converted to binary format for better performance.

2. Icon Fixes:
- Smuggler icon fixed on build bar (New Republic)
- Raider icon fixed on build bar (PA)

3. Ssi-Ruuvi Random event:
The goal with the Ssi-Ruuvi is to have a minor faction which can occasionally play a significant role in a game, akin to more localized pirates. Unfortunately, since they are entirely buff chain based, they could get out of hand and become a much bigger issue than we aimed. These changes aim to bring them back in the intended direction, and we'll nerf them again even more severely if necessary, depending on how they act with these changes.
- Changed spawn weighting and time between possible spawns.
- Instead of being able to repeatedly spawn ships, Ssi-Ruuvi planets will spawn one slightly larger fleet and then stop.

4. Hero/Superweapon Bug Fixes:
- Galaxy Gun bug limiting it to one shot fixed. Reverted to unlimited firing, will be potentially looking into a new method to lock it to 3 shots depending on balancing feedback.
- Fixed Karrde being able to spawn repeatedly.
- Fixed Scourge Squadron (Kaine) and Dark Fleet (Thrawn) not spawning their intended ships. Keep in mind, you do need available ship slots for them to spawn.

5. General Bug Fixes & Changes:
- Removed LAA mention from loading screens
- Fixed issue where pirate spawns on random maps would cause texture issues on the HUD, offsetting black market buttons
- Capital ships (and therefore, hero SSDs) no longer can be captured by MC80 boarding parties.
- Bellator: Barrier shield now tied to correct level upgrade, was tied to microjump.
- Executor: Overwhelm no longer uses Numerical Superiority text
- Executor: Aura of Fear and Iron Grip icons on level upgrades fixed
- Oto: Removed pinnacle base upgrade.
- Fixed issue where many PA ships and structures referenced Imperial fighter sets - now have Skiprays (ie Golan III, Grant, Kaine, Bellator)
- Crimson Command: Changed name to say Crimson command instead of VSDII, extra weapon banks now show properly on unit card.

7. Text Fixes:
- Intego description listed as Phalanx in text file, missing ingame. Now displays properly.
- Split Proton unlock tech description fixed.
- Asdroni now states it is anti-fighter.

8. Balance Changes:
- Culture resistance tech bonuses adjusted for all factions.
- Crack Mantle damage levels now 4k -> 5k -> 6k -> 7k, from 5.
- Warlord random event: removed Executor.

7. Hapes Consortium:
- Still not a playable faction, yet.


[Release] Star Wars: Ascendancy 1.1

[Release] Star Wars: Ascendancy 1.1

News 8 comments

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar...

Star Wars: Ascendancy 1.1 Open Beta Begins & Community Match

Star Wars: Ascendancy 1.1 Open Beta Begins & Community Match

News 3 comments

We have finally entered the last stretch of the 1.1 development cycle for Ascendancy and begun the beta process!

We Could be Heroes

We Could be Heroes

News 5 comments

With the beta starting up this weekend, it's time for our final overview post for 1.1, this time talking about heroes.

Faction Overview: Empire of the Hand

Faction Overview: Empire of the Hand

News 7 comments

The fourth and final faction overview, covering the Hand ships, abilities and tech tree, including some capital ship shuffling.

Add file RSS Files
Galaxy Travel Patch

Galaxy Travel Patch

Patch 4 comments

there was an issue with the patched version of this in 1.1.1, so this file fixes availability of galaxy travel- must be researched directly now, can't...

Ascendancy 1.1.1 [Full Download]

Ascendancy 1.1.1 [Full Download]

Full Version 7 comments

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar...

[Outdated] Star Wars: Ascendancy v1.1

[Outdated] Star Wars: Ascendancy v1.1

Full Version 14 comments

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar...

[Outdated] Star Wars: Ascendancy V1.0F

[Outdated] Star Wars: Ascendancy V1.0F

Full Version 74 comments

Conquer the galaxy with the full version of Ascendancy, now compatible with Sins v1.85.

Comments  (0 - 10 of 2,683)
guerio
guerio

Hey guys, the Empire of the Hand, is it me or the bridge of the capital ships isn't at the right scale? :>

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frozenparagon
frozenparagon

I generally like this mod better than sins of a galactic empire, but my only gripe is the icons used for the ships. it pollutes the screen a bit much at any zoom level. I find I Have to use cinematic view to enjoy the fleet clashes. btw, i love world devestators. they're great for removing pesky staging planets.

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Guest
Guest

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darrenkoester1
darrenkoester1

Hey .Corey or anybody that can help, where is the research to view enemy fleets when they are in hyperspace when playing the New Republic?

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.Corey. Creator
.Corey.

Any tech related to that goes in the culture tree. Not every faction has access to all types of tech/vision, though.

Reply Good karma+2 votes
darrenkoester1
darrenkoester1

So the New Republic is essentially flying blind?

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Sekulture
Sekulture

Well, they are a Republican power what else do you expect?

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vladylica
vladylica

i love the mod the problem is where the alien faction?????? its more fun the battle if
You add alien faction.....

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.Corey. Creator
.Corey.

Which specific alien faction?

Reply Good karma+4 votes
Sol-fa
Sol-fa

Quick question: How do i get the galaxy forge to be compatible? From what i remember you just need to copy one folder over from the mod directory to the forge's location, but i forget which.

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Highest Rated (3 agree) 7/10

Coming from Empire at War I knew what kind of high-quality work to expect, but I was also a bit set back by the ultra-minimalistic UI and the lack of heroes. Star Wars without heroes is like coffee without beans. Its just water or yet another run-of-the-mill RTS. I can understand the teams reasoning, but that doesen't mean I have to like it. I find it very hard to enjoy Star Wars without heroes to rally behind, especially in a game that takes the EU lore so very seriously. When I first heard of…

Apr 14 2016 by Kythia

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