Ashes Afterglow TC - closing the vault
Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Wait, in the episode 1 there was supposed to be a vendor that upgrades your weapons. Where is he ? I'm at the end map, and havent seen anything of that nature.
- Captain J
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Spoiler: Kinda spoilers?Be sure to spend all your scraps for supply and weapon upgrade because after leaving the city, you can't go back.
Re: Re: (WIP) Ashes Afterglow- Progress update pg14
The numbers are for using in a map editor; in the console you only need "summon townmilitia".Jj117 wrote:By the way I need to write "summon Townmilitia 414" to get it to work not "414". thanks it works and I'm having fun tinkering with it.
Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
*sigh* Look. I said i was at the last map. So clearly i did talk to Rigs, otherwise you cant get further. But he says he cant give you upgrades, and the only choice is armor or ammo. Do i have to insist on asking for upgrades repeatedly when he clearly says there are no upgrades to be had ?Captain J wrote:His name is Rigs.
- Captain J
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Right, might've needed more details with the question but sorry about that. So you did meet him and talked to him, but can't upgrade your weapons? Then i think i forgot to mention this, but you must have MAC-10 at this point because he can't upgrade any weapon besides that. And yeah, you must pursue him upgrading your weapon during the convo and never click on the dismissive dialogues.
- MoodysShuffle
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
I figured I might as well give a bit of feedback here! Ashes 2063 is I think my favorite post-apocalypse game ever, and I'm pretty damn excited for the sequel. I'm aware the demo is now many months old and was always a massive WIP, but I thought I'd give my two cents on some things I don't like.
First, the enemy count. I went headlong into survival hard and, simply put, the amount of enemies isn't fun. Ashes' gameplay, especially on that difficulty, isn't really great for tackling hordes of raiders at once in open arenas. It kinda turned into a stop n' pop kinda game eventually, and some rooms felt like trial and error to slowly figure out where each enemy is so they don't kill you with your back turned. This isn't fun. Maybe on a less punishing difficulty, it's more manageable, but it still wouldn't be fun. I welcome the bigger arenas, but the placement and amount of enemies turns them into a game of waiting at a door to shoot.
Second, the light sectors? Lighting in general? I'm not sure what to call this, but the game is kinda just too dark? I'm using the exact same settings from 2063 and Michonne Circle looks way, way darker and is less easy to navigate as a result. In general, some interiors are just not well lit enough. I'm thankful for the lantern now being a hotkey but I feel like I should use that for the REALLY dark areas, and not just generally walking around a building, or the town hub?
I'm loving the level design and advancement in the art style, and the interconnected nature of the game is a fun departure and evolution from the first game I'm excited to see more of. I just hope these two things get ironed out! Thank you, and good luck!
Edit: I've played a bit more on a lower difficulty now and I guess I should be more specific: it's not that there are too many enemies, it's that there are too many raiders. Fighting hitscan (or hitscan-ish? I notice tracers now but I can't tell if that's not hitscan or not) enemies in big open sight lines isn't fun, or it could be fun if there were a more varied mix of hitscan and projectile enemies. I'm not sure if this is a problem with enemy encounter design or level design, but I can point out a couple areas in the first map where this feels especially bad: the box room where there are seven raiders hiding in random spots in the room was really bad. This is what I was talking about with trial and error encounters. Same with the switch to open the curtains back up to the main shopping area. Having a (silent!) trigger to have a bunch of raiders and a shotgunner come out behind me is unfair kaizo trap bullshit. On top of that, the trigger is too small and narrow and can easily be avoided. This is cheap, and is stuff that wasn't in the original game. Lowering the difficulty doesn't help either, I still fall into the stop n' pop and paranoia that's not fun.
First, the enemy count. I went headlong into survival hard and, simply put, the amount of enemies isn't fun. Ashes' gameplay, especially on that difficulty, isn't really great for tackling hordes of raiders at once in open arenas. It kinda turned into a stop n' pop kinda game eventually, and some rooms felt like trial and error to slowly figure out where each enemy is so they don't kill you with your back turned. This isn't fun. Maybe on a less punishing difficulty, it's more manageable, but it still wouldn't be fun. I welcome the bigger arenas, but the placement and amount of enemies turns them into a game of waiting at a door to shoot.
Second, the light sectors? Lighting in general? I'm not sure what to call this, but the game is kinda just too dark? I'm using the exact same settings from 2063 and Michonne Circle looks way, way darker and is less easy to navigate as a result. In general, some interiors are just not well lit enough. I'm thankful for the lantern now being a hotkey but I feel like I should use that for the REALLY dark areas, and not just generally walking around a building, or the town hub?
I'm loving the level design and advancement in the art style, and the interconnected nature of the game is a fun departure and evolution from the first game I'm excited to see more of. I just hope these two things get ironed out! Thank you, and good luck!
Edit: I've played a bit more on a lower difficulty now and I guess I should be more specific: it's not that there are too many enemies, it's that there are too many raiders. Fighting hitscan (or hitscan-ish? I notice tracers now but I can't tell if that's not hitscan or not) enemies in big open sight lines isn't fun, or it could be fun if there were a more varied mix of hitscan and projectile enemies. I'm not sure if this is a problem with enemy encounter design or level design, but I can point out a couple areas in the first map where this feels especially bad: the box room where there are seven raiders hiding in random spots in the room was really bad. This is what I was talking about with trial and error encounters. Same with the switch to open the curtains back up to the main shopping area. Having a (silent!) trigger to have a bunch of raiders and a shotgunner come out behind me is unfair kaizo trap bullshit. On top of that, the trigger is too small and narrow and can easily be avoided. This is cheap, and is stuff that wasn't in the original game. Lowering the difficulty doesn't help either, I still fall into the stop n' pop and paranoia that's not fun.
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
@Karry299
Speaking of which, I was supposed to be putting out an update on progress, as well as some screenshots. Sadly, a couple of weeks ago my main board on my main rig suffered a full cardiac arrest and left me with very little in the way of modding tools. Although it's up and running again now, I've suffered a pretty hefty delay while I dig everything out and catch up to where I left off. Hopefully this week I should something better to show off, since we've been very busy in the last few months.
Many thanks once again for all the comments and criticism! It's the community input from you all that keeps this project going. Also, if it turns out to be shit, it's entirely all your fault as a result.
More soon.
Spoiler:@moodyshuffle
Spoiler:@everyone
Speaking of which, I was supposed to be putting out an update on progress, as well as some screenshots. Sadly, a couple of weeks ago my main board on my main rig suffered a full cardiac arrest and left me with very little in the way of modding tools. Although it's up and running again now, I've suffered a pretty hefty delay while I dig everything out and catch up to where I left off. Hopefully this week I should something better to show off, since we've been very busy in the last few months.
Many thanks once again for all the comments and criticism! It's the community input from you all that keeps this project going. Also, if it turns out to be shit, it's entirely all your fault as a result.
More soon.
Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Personally I feel the difficulty is good as it is. I didn't really have any insane struggles and had an enjoyable challenge. I really like the everyone dies fast aspect of Survival and I like having lots of people to blast.
Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Sooo... how's my favourite W.I.P. Doom Mod doing? 

- Leglock
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Same here, Apocalyptic was really cool for me.Pachira wrote:Personally I feel the difficulty is good as it is. I didn't really have any insane struggles and had an enjoyable challenge. I really like the everyone dies fast aspect of Survival and I like having lots of people to blast.
- Captain J
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14
Take your time! It's just feels nice and hopeful that the project is still going with big promises. Always thank you for replying us fans and i wish the project itself goes super well 

- Vostyok
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Re: Re: (WIP) Ashes Afterglow- Progress update pg17
Spoiler:It's that time again!
Having some fun with this hub, making a few more open areas and options for exploration. Don't worry though, plenty of looter-shooting is still to be found.
I'll go into more depth about what you're likely to see and do in the badlands in my next update.
But yeah, current progress -
16 maps in various stages of completion
2 new enemies in place, a third is partially complete, and there's a bunch of old faces who are back into the code but with some new improvements. More to come.
All the weapons in place with full upgrade paths - the two new weapons included.
The motorcycle is back and she is muuuuuuch easier to handle and more fun all around. Working on something else to putter about on, but that's a surprise.
A ton of new music, and it kicks ass.
Updated and improved textures. A lot of them.
Two new items to get your greedy mitts on.
Anyway, we're hoping to wrap up in the not too distant future. We've got a lot done already, but I'm not happy with putting out a date yet. It's not quite where I want it to be... yet.
Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg17
Amazing work man and I really enjoy the improved level design from the start all is perfect now! Great work!
- Karl515
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg17
Damn! This screenshots look amazing! Can't wait for the release. Godspeed!
- Captain J
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg17
That triple barrel shotgun sprites looks super glorious. Amazing job!