Name | From the Depths | ||
Developer | Brilliant Skies Ltd. | ||
Publisher | Brilliant Skies Ltd. | ||
Tags | |||
Release | 2020-11-06 | ||
Steam | 20,99€ 19,49£ 24,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  248  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story + Extras |  40 Hours  | ||
Completionist |  46 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 119 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 182 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | From The Depths Linux 64 [973.8 M] | ||
DLC | From the Depths - Steel Striders Anime Girls character pack |
What is up Depthians!
[h3]Fire[/h3]
[h2]Fixes[/h2] [h3]APS[/h3]
[h3]CRAM[/h3]
[h3]Fire[/h3]
[h3]Flamer[/h3]
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What is up Depthians!
|
What is up Depthians!
[h2]Flamer changes[/h2]
[h2]Other changes[/h2]
[h2]Flamer fixes[/h2]
[h2]Other fixes[/h2]
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What is up Depthians!
[h3]Flamers[/h3] Flamers are very cheap, compact weapons and there is no active defense that works against them. Their main downsides are the short range and damage being done over time through the fires they ignite.
[h3]Lasers[/h3] Fires were a good opportunity to spice lasers up: they now ignite fires on destroying flammable blocks! They also reduce armor on doing damage and instead of armor the fire resistance stats protects against them. Raw laser damage was cut in half to compensate, and smoke reduction is much weaker now. Overall lasers are weaker against most unprotected targets and do better against smoke. LAMS damage output is unaffected, damage against projectiles is the same as in older versions.
[h3]Other changes[/h3]
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Candles are no longer EMP proof. |
What is up Depthians!
[h2]Changes[/h2] [h3]Nuke [/h3]
[h2]Fixes[/h2] [h3]Breadboards[/h3]
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We've had to remove the video recording feature for Linux users as this isn't supported on Linux and was preventing an options menu from appearing. Sorry folks. |
[h3]Breadboard GBG[/h3] Almost every player editable variable is now accessible to the Generic Block Getter (GBG) plus some extras that required custom code to obtain information. [h3] Breadboard GBS [/h3]
[h3] Video [/h3] Added built in video capture (see options menu tab) which allows you to capture smooth video at high frame-rates without any visible performance issues by using "offline" mode. In "real time" mode it supports microphone recording but the video will not be as smooth. [h2]Changes[/h2] [h3] Breadboard [/h3]
[h3]Unity[/h3] Upgraded to Unity 2022.3.20f1. [h2]Fixes[/h2] [h3] Breadboard GBS [/h3] GBS should no longer be able to set the power scale of certain equipment above its usual maximum value. [h3] Workshop [/h3] Fixed the blueprint subscription browser so that the page changing works. Blueprint changes [h2]Neter[/h2] Harasser (WF): While retired, old campaigns that spawned the Harasser on the map would use the new AotE version, which obviously wasn't designed to be on water. The Neter files now use the old version for compatability. Once all of them are destroyed on the map, no new ones should be spawned. Terravore (TG): Reduced repair tentacles, changed AA mantlet. Megawatt (LH): Updated lore to reflect new weaponry. Aerotyrant (SS): Updated lore to fix grammar/spelling issues. Banshee (SS): Removed weak LAMS system, improving cost efficiency. Kitakami (SS): Fixed turret rotation. Wintersday (OW): Fixed a typo in the lore. Partisan (OW): Overhauled lore as old lore was misleading of its current design. Timid (TG): Disabled turret clipping debugging. Tolerance (TG): Adjusted to be a little more consistent with staying in the water. Note that some circumstances may still cause it to flail out of the water. Amusement (TG): Now properly classified as a thrustercraft. Slightly increased floating height. Disgust (TG): Now properly classified as a thrustercraft. Hysteria (TG): Now properly classified as a thrustercraft. Fear (TG): Now properly classified as a thrustercraft. Escalade (OW): Added missing missile deco to its crossbow missile turret. Pioneer (OW): Fixed decoration blocking rear turret rotation, added turret restrictions to rear CRAM turret. Gog (GT): Fixed main turret's rotation being blocked. Anvil (OW): Fully overhauled to modern faction standards, also a bit stronger. Expert difficulty, adventure difficulty 40. Ravager (WF): Fixed turret collision. Glaukos (GT): Fixed turret rotation collision. Venator (GT): Fixed turret rotation collision, removed aethetic functional parts for deco, and minor internal updates. Note that this craft has a rework in progress. Zephyr (GT): Fixed turret rotation collision. Covenant (WF): New carrier ship, replaces Leviathan; launches a multitude of Martyrs, but also holds its own with powerful cannons. Godly difficulty, adventure difficulty 85. Aquila (GT): More permanent fix for turret rotation issues; disabled old connection logic and reinforced parts that would otherwise fall off due to the change. Iron Gate (GT): Minor aesthetic update, now has sufficient energy generation to keep guns firing, shouldn't fall out of the sky due to power shortage. Craft is undergoing a full replacement to be added in the future. Impedance (LH): Fixed turret rotation problems. Harpy Squadron (SS): Aesthetic improvements, internal optimization, EMP insulation added. This version will be used for both Neter and AotE. Aquila (GT): Fixed turret rotation problems. Pike (GT): Updated thrust to be manual, should no longer fall out of the sky while in combat and undamaged. Palladium (SD): Updated altitude restrictions and scuttling parameters. Sovereign (SD): Fixed turret rotation problems. Megawatt (LH): Fixed turret rotation issues. [h2]AotE[/h2] Harpy Squadron (SE): Updated pathing to use the updated Neter version. [h2]Glao[/h2] Katana (GI): New plane; an unorthodox flier that delivers heavy missile payloads while barrel rolling to dodge incoming fire. Spitfire (GI): Updated name to Naginata. Sai Squadron (GI): New plane; a trio of swift planes that fire large barrages of IR missiles. Helicopter (TRD): Retired; this design was intended to be retired a few months back but was missed. Shade (TRD): New hydrofoil ship; loaded with offensive missiles and interceptors, and is rather unique in functionality. Check it in build mode to see for yourself. |
Fixes: |
Hi everyone! |
We have once again disabled Steam sync. After liaising with Steam it became clear that there is a bug at Steam's side with their sync product which they have now admitted to. However, they don't seem to have any appetite to fix it because the ETA for a fix is "unknown." Their proposed fix of reducing files both; doesn't work for some of the player base and it doesn't seem to always work anyway. |
BrilliantSkies would like to wish everyone a great holiday period! |
Not sure what is going on but it seems steam sync related before I re-enabled it today. |
Fixes: |
A few small changes added: |
A few small changes added: |
**Stable 3.8.0.1** |
Stable 3.7.3 |
Hey everyone! Stable 3.7.2 is here! Plasma! Along with the past 6 months of fixes, additions and changes from the alpha builds. Thankyou testers! Most discussion involving plasma will happen on the discord so I encourage you to go there. Please remember that this has been in closed testing for weeks and the values and numbers are what they are meant to be to fit into its intended role. Information about the plasma system is in the notes. Thanks and enjoy! |
3.7.1 Alpha |
World files: |
Fix |
Not much to say other than check out the store page that contains all the information. |
A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes. |
A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes. |
Adventure Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m. |
(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build) |
(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build) |
Hills have 20% less variance (they are flatter) |
Hello everyone, |
Hello everyone, |
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The following update will go to stable on Monday assuming nothing comes up. It contains land adventure mode which is on the ashes of the empire planet selectable via the content tab. |
[previewyoutube=m8P9gemB2zs;full][/previewyoutube] |
Have a great holiday period! |
Steamworks, Upgraded from Steamworks 1.51 to Steamworks 1.53. This will allow mac computers with m1 chipsets to connect to Steam |
Update for Mac users to steamworks 1.5.3 which resolves issues launching the game with M1 silicon ARM_64 chips |
WINNARS |
Fixes: |
What is up Depthians! On to the update post. Unfortunately due to the character count and screenshot limitations from Reddit and Steam, details and changelogs will only be posted on our main site. If you have been following Alpha and Beta branches then you can skip the change logs as this Stable is the final build we had running in Beta which is a copy paste job from our last beta post. Key points of interest for those that have not been following Alpha and Beta is to read about the vehicle stability changes, APS shells can also be made within the turret UI, Custom propellers, Generic block setter and Generic block getter here: https://fromthedepthsgame.com/stable-3-5-5/ . |
Hey Depthians! |
What is up Depthians!
[h3]GBS[/h3]
[h3]Propulsion[/h3]
[h2]Fixes[/h2] [h3]Blocks[/h3]
[h3]Drones[/h3]
[h3]Regression[/h3]
[h3]Translation[/h3]
[h3]Damage[/h3]
[h3]Diplomacy[/h3]
[h3]Game[/h3]
[h3]Multiplayer[/h3]
[h3]Wheels[/h3]
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What is up Depthians!!
[h3]APS[/h3]
[h3]Breadboard[/h3]
[h3]CRAM[/h3]
[h3]FOF marker[/h3]
[h3]Mimics[/h3]
[h3]Neter[/h3]
[h3]Prefabs[/h3]
[h3]Rendering[/h3]
[h2]Changes[/h2] [h3]Breadboard[/h3]
[h3]Custom control surfaces[/h3]
[h3]Defences[/h3]
[h3]Key bindings[/h3]
[h3]Lasers[/h3]
[h3]Stability[/h3]
[h3]Tractor beam[/h3]
[h2]Fixes[/h2] [h3]ACB[/h3]
[h3]APS[/h3]
[h3]Blocks[/h3]
[h3]Breadboard[/h3]
[h3]Build[/h3]
[h3]Camera[/h3]
[h3]CJE[/h3]
[h3]Control surfaces[/h3]
[h3]Custom air surfaces[/h3]
[h3]Custom jets[/h3]
[h3]Decorations[/h3]
[h3]Defences[/h3]
[h3]EMP[/h3]
[h3]Favourites[/h3]
[h3]Localisation[/h3]
[h3]LWC[/h3]
[h3]Plates[/h3]
[h3]Regression[/h3]
[h3]Separators[/h3]
[h3]Stability [/h3]
[h3]Steam[/h3]
[h3]UI[/h3]
[h3]Water propellers[/h3]
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What is up Depthians!
4 values are tracked
Example vehicles
The changes mean stable vehicles and fortresses gain a slight boost against projectile weapons. Faster, and especially more evasive vehicles have a harder time shooting down projectiles, and at long distances their weapon efficiency is noticeably reduced. Makes slow vehicles, cannons and IR/radar/sonar missiles more useful in general. Custom Propellers One of the first big changes is custom propellers. We have created a very in-depth system for customising the look of the custom propellers and we also suggest updating your builds to the new custom propellers, as power usage and thrust have been tweaked. You can remove blades and rotate any blade around the hub if you wanted to go for a 3 blade Y shape setup, yet keep the functionality of all 4 blades! The sliders are purely aesthetic only and will not change the performance of the custom propellers. As you can see from the screenshot below, this is the default look until you start adjusting the overall shape via the sliders and also material type from the texture dropdown list. After spending a little time getting used to the controls you can create something that may fit the style of your craft more. To give a general overview of this UI, the top screenshot is where you set the general shape, blade orientation, size of the blade and material type. The second screenshot above shows current nodes and where they are on the blade 0%, 25%, 75%, and 100% you can also insert nodes and set how far down the blade you want the node to be. This propeller was created using a linear node setup. What that means is that the preset removed 3 nodes along the blade, unchecked one of the blades in the bottom section of the list and setting +/- 35 degrees to the side blades. Adding nodes along the blade gives you more points to adjust the blade thickness, rotation, width and shaping. However, if you still want more customisation, you can always use the decoration system with Ctrl X on one of the blade segments and create something from multiple parts. (yellow decorated custom rudders) While we are discussing propulsion, we do have a few new changes. What you are seeing in the above screenshot has been added to all propulsion methods, auto-balancing and manual. Manual is the usual means of setting up a propulsion block to be strafe/forward/yaw/pitch... Auto-balancing on the other hand (imagine a thruster placed dedicated to looking after roll) auto-balancing can add a few points of thrust to assist in pitch or hover. Auto-balancing will automatically calculate the combination of propulsion required for smooth roll/pitch/yaw/strafe/hover/forwards motion. Auto-balancing does not change the manual settings you have already stored, so you can turn it on and off without affecting things permanently. Lastly, on the subject of propulsion, we have set up a function very similar to what was removed previously, which was the "always up" function and added a new method that will also assist the thrust pointing horizontal. You can choose manual control of pitch/yaw and set the two sliders up as needed as a permanent angle or, via the new breadboard component which we shall discuss next. Generic block setter. (GBS) This new component in breadboard allows you to interact with any block on the construct that can be manipulated. I'll try to show a very basic example with a neon light. The basic neon light has 6 attributes we can tweak within its UI: R,G,B, the intensity, the range and if it casts shadows on/off. If we place down a number of neon lights we can tweak all of them at the same time via the GBS, however for this example we will name the neon light (Example1). If you keep the build cursor on the light and hit shift N, this will bring up the naming UI. You should see the tooltip of your light now has "? Name changed to "Example1" ". Place down your mainframe and attach the AI breadboard to it. Scroll down to the GBS and click on the new component. You will see that the GBS has something already selected by default that it would interact with. With the new module selected type the name we gave our neon light Example1 in the block name filter text box, check the dropdown list under block name filter and select neon light. You will know if everything is linked as you can see in the GBS module "LightFitting (#1) " If it still reads #0 then you may have a typo in the filter text box or when you named the neon light. You will also see the left side notches turn from white (requires input) to grey (not used). This indicates that the attributes tied to LightData: Intensity, requires one type of input and in this case it requires a number from 0 to 10. The other notches correspond to different input types which will be used for other settings if that block type and the attribute selected from the dropdown list allow it. In order to keep things simple, let us insert a timer and give it a max of 5 seconds. We shall plug that into the topmost notch. (Don't forget to mouse over each notch for a description as to what they require/do) If everything is working correctly your neon light should start to slowly get brighter and turn off once the timer resets and repeat. In order to access the other attributes, we need a new GBS linked with the same name. This time we will check the dropdown list under the neon light label. Other block types can have quite the long list depending on the complexity of the block, you may also see (LOCKED) and this indicates that currently we have not enabled GBS to access these attributes. So please feel free to poke us and tell us what you need unlocked and why with hopefully some sort of example. Select LightData: The colour, now you will see that all the notches are white. Mouse over these again and you will notice that each one represents the colour red, green and blue as well as other parameters. Drop 3 "Constant" components into the breadboard UI and attach one to the first notch. Set the constant component to something from 0.00 to 1 and as soon as you plug in your constant the light should be red if left with the default value of 1. Repeat this for the last two notches green and blue and set the colours as you wish. Try doing the same things again and setting up a method to turn on or off Lightshowdows :) This was just a poor and easy example as you can use GBS with every block that has some tweakable options from spin blocks to turret blocks, from jets to engines, APS components, CRAMS etc... and the usual infinite amounts of trigger types that you can create via breadboard and more so now as we have created a logic gate component :D . Changelog [h2]Additions[/h2] [h3]AI[/h3]
[h3]Animation Block[/h3]
[h3]APS[/h3]
[h3]Auto-balancing[/h3]
[h3]Breadboard[/h3]
[h3]Custom Control[/h3]
[h3]Custom Rudders[/h3]
[h3]Fuel Engines[/h3]
[h3]Propeller Hub[/h3]
[h3]Propulsion[/h3]
[h3]Stability[/h3]
[h2]Changes[/h2] [h3]ACB[/h3]
[h3]Aero Elevator[/h3]
[h3]Aero Rudder[/h3]
[h3]Aileron[/h3]
[h3]APS[/h3]
[h3]Breadboard[/h3]
[h3]Control surfaces[/h3]
[h3]Custom Control Surfaces[/h3]
[h3]Custom Rudders[/h3]
[h3]Custom Wings[/h3]
[h3]Debug Tools[/h3]
[h3]Interceptors[/h3]
[h3]Particle Cannon[/h3]
[h3]Shades[/h3]
[h3]Spinners[/h3]
[h3]Steam[/h3]
[h3]Tailplane[/h3]
[h3]UI[/h3]
[h3]Wing[/h3]
[h2]Fixes[/h2] [h3]AI[/h3]
[h3]Breadboard[/h3]
[h3]Bugs[/h3]
[h3]Crank Wheels[/h3]
[h3]Custom Control Surfaces[/h3]
[h3]EMP[/h3]
[h3]Interceptors[/h3]
[h3]Missiles[/h3]
[h3]Multithreading[/h3]
[h3]Physics[/h3]
[h3]Shaders[/h3]
[h3]UI[/h3]
[h3]Unity[/h3]
[h3]Vehicle Controller Small[/h3]
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Hey Depthians! |
Hey Depthians!
[h2]Changes[/h2] [h3]Decorations[/h3]
[h3]Ducts[/h3]
[h2]Fixes[/h2] [h3]Camera movement[/h3]
[h3]Subconstructs[/h3]
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What is up Depthians! |
What's up Depthians!
[h3]Refinery junction pipe[/h3]
[h2]Fixes[/h2] [h3]Camera movement[/h3]
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. , , . ! , , ) https://discord.gg/SDBMEaDFKx |
What is up Depthians!
[h2]Changes[/h2] [h3]APS[/h3]
[h3]Campaign[/h3]
[h3]Diplomacy[/h3]
[h3]Garbage collection[/h3]
[h3]Missiles[/h3]
[h3]Wheels[/h3]
[h2]Fixes[/h2] [h3]ACB controller[/h3]
[h3]Animation block[/h3]
[h3]Breadboard[/h3]
[h3]Bugs[/h3]
[h3]Campaign[/h3]
[h3]Diplomacy[/h3]
[h3]EMP[/h3]
[h3]Explosions[/h3]
[h3]Fleet movement[/h3]
[h3]Gridcasts[/h3]
[h3]Hologram projector[/h3]
[h3]Impact[/h3]
[h3]Lasers[/h3]
[h3]LUA[/h3]
[h3]Missiles[/h3]
[h3]Separator[/h3]
[h3]Steam[/h3]
[h3]Transparency[/h3]
[h3]Video block[/h3]
[h3]Wheels[/h3]
[h3]Wings[/h3]
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Hey Depthians!
[h3]Spinners[/h3]
[h3]Sticky feet[/h3]
[h3]Subconstructs[/h3]
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[h2]Changes[/h2] [h3]APS[/h3]
[h3]Campaign[/h3]
[h3]Diplomacy[/h3]
[h3]Garbage collection[/h3]
[h3]Missiles[/h3]
[h3]Wheels[/h3]
[h2]Fixes[/h2] [h3]ACB controller[/h3]
[h3]Animation block[/h3]
[h3]Breadboard[/h3]
[h3]Bugs[/h3]
[h3]Campaign[/h3]
[h3]Diplomacy[/h3]
[h3]EMP[/h3]
[h3]Explosions[/h3]
[h3]Fleet movement[/h3]
[h3]Gridcasts[/h3]
[h3]Hologram projector[/h3]
[h3]Impact[/h3]
[h3]Lasers[/h3]
[h3]LUA[/h3]
[h3]Missiles[/h3]
[h3]Separator[/h3]
[h3]Steam[/h3]
[h3]Transparency[/h3]
[h3]Video block[/h3]
[h3]Wheels[/h3]
[h3]Wings[/h3]
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What's up Depthians!
To make complex systems more practical transmission and crank wheel kinetic penalties were reduced. Many people felt that cranks are not worth the trouble over just plopping down crank motors, this should help and crank motor output was also slightly reduced (they are still denser than simple propulsion, and can be linked now). Keep in mind that in the next update wheels will need empty space between them for a connection to be possible (no belts through solid blocks). That's part of why wheels got a pretty big durability increase. Related changes/fixes:
[h3]Custom rudders, custom control surfaces[/h3] Another important change that might have slipped under the radar: custom rudders are useful strong now (custom control surfaces also saw improvements). Adding hydrofoil beams and making hydrofoils more durable was also a common request, so the mostly decorative custom rudders were fixed up to be better hydrofoils. They are much more durable, much more compact, and have a much lower impact on game performance since every continuous plate only calculates its total force. Hydrofoils are kept and were slightly buffed so they can be used when something with a very fast reaction time is needed. Simple rudders are kept as an easy-to-use, newbie-friendly solution where you just plop 1 down and it'll make anything turn without too much hassle. Custom control surface changes/fixes:
Collisions Collisions were very unpredictable, with some problems:
Another problem is that melee weapons, in general, were useless/forgotten about, spinning rams were virtually free with damage so high they evaporated anything they touched. Overall sentiment for spinning rams after the update was that they are on the weaker side, so they got a minor numerical and a significant indirect buff. Keep in mind that drill systems are in general harder to place and use, and spinblocks cause lots of performance/overlap headaches so spinning rams are supposed to be usable but slightly weaker than steam and simple drills. Ramming with fixed rams is stronger now for most heavy vehicles. Collision changes:
[h3]Propellers[/h3] Made their rules a bit more lenient, so it's possible to have no efficiency reductions and aesthetics aren't penalized. Above ~60-70% clearance, they are generally the cheapest propulsion by far, so this is mostly a QoL/"how they feel" change. Also made it a bit easier to control pitch/roll with them. Propeller changes/fixes:
[h3]Physics[/h3] Weeded out some other ways forces could run away and cause ludicrous speed/teleporting/jumping. Physics changes/fixes:
[h3]Quality of life/misc changes[/h3]
Changelog [h2]Changes[/h2] [h3]APS[/h3]
[h3]Collisions[/h3]
[h3]Custom control surfaces[/h3]
[h3]Decos[/h3]
[h3]Drills[/h3]
[h3]Pistons[/h3]
[h3]Propellers[/h3]
[h3]Simple rudder[/h3]
[h3]Spinners[/h3]
[h3]Steam[/h3]
[h3]Trusses[/h3]
[h3]UI[/h3]
[h3]Wings[/h3]
[h2]Fixes[/h2] [h3]Custom control surfaces[/h3]
[h3]Physics[/h3]
[h3]Propellers[/h3]
[h3]Steam[/h3]
[h3]Steam connections[/h3]
[h3]Steam crank connections[/h3]
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If you are in beta_test branch please move to the new alpha_test branch in the next 24 hrs. |
[h3]Options[/h3]
[h3]Propellers[/h3]
[h3]Steam crank connections[/h3]
[h2]Changes[/h2] [h3]APS[/h3]
[h3]Campaign[/h3]
[h3]Control surfaces[/h3]
[h3]Custom control surfaces[/h3]
[h3]Dediblades[/h3]
[h3]Diplomacy[/h3]
[h3]Drills[/h3]
[h3]Hydrofoils[/h3]
[h3]Melee PAC[/h3]
[h3]Missiles[/h3]
[h3]Rams[/h3]
[h3]Simple rudders[/h3]
[h3]UI[/h3]
[h2]Fixes[/h2] [h3]ACB controller[/h3]
[h3]Animation block[/h3]
[h3]Bugs[/h3]
[h3]Breadboard[/h3]
[h3]Campaign[/h3]
[h3]Collisions[/h3]
[h3]Diplomacy[/h3]
[h3]EMP[/h3]
[h3]Gridcases[/h3]
[h3]Hologram projector[/h3]
[h3]Impact[/h3]
[h3]Lasers[/h3]
[h3]LUA[/h3]
[h3]Separator [/h3]
[h3]Transparency[/h3]
[h3]Wings[/h3]
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[h2]Fixes[/h2] [h3]AI[/h3]
[h3]Bugs[/h3]
[h3]Helium pump[/h3]
[h3]Steam[/h3]
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[h2]Fixes[/h2] [h3]AI[/h3]
[h3]Bugs[/h3]
[h3]Helium pump[/h3]
[h3]Steam[/h3]
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What is up Depthians! Changelog [h2]Changes[/h2] [h3]Decorations[/h3]
[h2]Fixes[/h2] [h3]AI[/h3]
[h3]Bugs[/h3]
[h3]PID[/h3]
[h3]Story Mission[/h3]
[h3]Translations[/h3]
[h3]UI[/h3]
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What is up Depthians!
[h2]Fixes[/h2] [h3]AI[/h3]
[h3]Bugs[/h3]
[h3]PID[/h3]
[h3]Story Mission[/h3] The issue with the cargo calamity mission is now fixed. [h3]Translations[/h3]
[h3]UI[/h3]
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What is up Depthians!
[h2]Fixes[/h2] [h3]Bugs[/h3]
[h3]PIDs[/h3]
[h3]Tutorials[/h3]
|
Hey Depthians!
[h3]Blueprint Loading[/h3]
[h3]Localisation[/h3]
[h3]Modding[/h3]
[h2]Changes[/h2] [h3]EMP[/h3]
[h3]PID[/h3]
[h2]Fixes[/h2] [h3]Missiles[/h3]
[h3]Modding[/h3]
Beta 3.3.10 [h2]Additions [/h2] [h3]Chinese[/h3]
[h2]Changes[/h2] [h3]EMP[/h3]
[h3]Helium[/h3]
[h3]Inventory[/h3]
[h2]Fixes[/h2] [h3]BUGS[/h3]
|
What is up Depthians!! xD
We have also updated and basically redone the CIWS system, and before you panic, any old values from your previous constructs will be transferred to the new system. The new system works with weights if a projectile is within a weight range that you specify or not within Main ruleset, we can also set weights for the target that is firing those nasty projectiles at your construct from the Locked target ruleset. However, I think the most epic part is that you can now visually see what your CIWS is prioritising from your settings. The red circles mean they are the highest prioritised missiles, while grey is ignored, green has the lowest weight. Other projectiles have colors in-between showing their relative weight. The red line is the currently targeted projectile. We have also integrated a mod from the Steam workshop by Cappycot, which tweaks up the cinematic camera and a few other things. Now for the insanely long changelog! As this covers 6 Beta updates Steam could not handle its immense and epic content so I'll leave a link to the main site which you can view here: https://fromthedepthsgame.com/stable-3-3-8/ |
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What is up Depthians!
[h3]CRAMs[/h3]
[h2]Changes[/h2] [h3]Campaign[/h3]
[h3]Dediblades[/h3]
[h3]Diplomacy[/h3]
[h3]Ducts[/h3]
[h3]EMP[/h3]
[h3]Missiles[/h3]
[h3]Options[/h3]
[h2]Fixes[/h2] [h3]Avatars[/h3]
[h3]Bugs[/h3]
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What is up Depthians!
[h3]Blocks[/h3]
[h2]Fixes[/h2] [h3]Bugs[/h3]
[h2]Removals [/h2] [h3]Propulsion[/h3]
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What is up Depthians!
[h3]Ducts[/h3]
[h2]Fixes[/h2] [h3]Bugs[/h3]
[h3]Ducts[/h3]
|
What is up Depthians!
[h3]Missiles[/h3]
[h2]Changes[/h2] [h3]APS[/h3]
[h3]Armor refit[/h3]
[h3]Campaign[/h3]
[h3]CRAMs[/h3]
[h3]Missiles[/h3]
[h2]Fixes[/h2] [h3]Avatars[/h3]
[h3]Bugs[/h3]
[h3] Lasers[/h3]
[h3]Missiles[/h3]
[h3]Physics[/h3]
[h3]Steam[/h3]
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What is up Depthians!
[h3]campaign[/h3]
[h3]CRAM[/h3]
[h3]Multiplayer[/h3]
[h3]Planets[/h3]
[h3]Targeting[/h3]
[h2]Changes[/h2] [h3]Adventure[/h3]
[h3]APS[/h3]
[h3]Blocks[/h3]
[h3]Campaign[/h3]
[h3]CRAM[/h3]
[h3]Engine[/h3]
[h3]Fuel engines[/h3]
[h3]HEAT[/h3]
[h3]Missiles[/h3]
[h3]Modding[/h3]
[h3]Multiplayer[/h3]
[h3]PAC[/h3]
[h3]Projectiles[/h3]
[h3]Sensor scrambler[/h3]
[h3]Sound[/h3]
[h3]Steam[/h3]
[h2]Fixes[/h2] [h3]AIO LWC[/h3]
[h3]APS[/h3]
[h3]Armor refit[/h3]
[h3]BUGS-1142[/h3]
[h3]BUGS-2433[/h3]
[h3]BUGS-2791/2822[/h3]
[h3]BUGS-3162[/h3]
[h3]BUGS-2889[/h3]
[h3]BUGS-3196[/h3]
[h3]BUGS-3198[/h3]
[h3]BUGS-3205[/h3]
[h3]BUGS-3217[/h3]
[h3]BUGS-3230[/h3]
[h3]BUGS-3263[/h3]
[h3]BUGS-3296[/h3]
[h3]BUGS-3329[/h3]
[h3]BUGS-3337[/h3]
[h3]BUGS-3373[/h3]
[h3]BUGS-3378[/h3]
[h3]BUGS-3402[/h3]
[h3]BUGS-3424[/h3]
[h3]BUGS-3433[/h3]
[h3]BUGS-3436[/h3]
[h3]BUGS-3455[/h3]
[h3]BUGS-3254[/h3]
[h3]BUGS-3448[/h3]
[h3]BUGS-3210[/h3]
[h3]BUGS 3160[/h3]
[h3]BUGS-3214[/h3]
[h3]BUGS-3453[/h3]
[h3]BUGS-3404[/h3]
[h3]BUGS-3442[/h3]
[h3]CJE[/h3]
[h3]Decoys[/h3]
[h3]Feet[/h3]
[h3]Fortress[/h3]
[h3]Frags[/h3]
[h3]Impact[/h3]
[h3]Lasers[/h3]
[h3]Missiles[/h3]
[h3]Multiplayer[/h3]
[h3]PAC[/h3]
[h3]Separators[/h3]
[h3]Steam[/h3]
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|
We have also updated and basically redone the CIWS system, and before you panic, any old values from your previous constructs will be transferred to the new system. The new system works with weights if a projectile is within a weight range that you specify or not within Main ruleset, we can also set weights for the target that is firing those nasty projectiles at your construct from the Locked target ruleset. However, I think the most epic part is that you can now visually see what your CIWS is prioritising from your settings. The red circles mean they are the highest prioritised missiles, while grey is ignored, green has the lowest weight. Other projectiles have colors in-between showing their relative weight. The red line is the currently targeted projectile. We have also integrated a mod from the Steam workshop by Cappycot, which tweaks up the cinematic camera and a few other things. This is still a WIP so more additions and tweaks are on the way, therefore everything can be subject to change. Currently, it:
We are also in the process of updating some textures at the moment, such as the AI blocks and fuel engine are WIP textures in this beta. Changelog [h2]Additions[/h2] [h3]AI[/h3]
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Steam Summer sale 2021 is here and From the Depths is on a -30% discount for a limited time. Grab it while this ship is still sailing |
What is up Depthians!! |
What is up Depthians!! |
[h2]Changelog[/h2]
[h2]Fixes[/h2] [h3]Ducts[/h3]
[h3]Multiplayer[/h3]
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Changelog
[h3]Regression[/h3]
|
Hey Depthians!
[h3]Laser Warner[/h3]
[h3]Modding[/h3]
[h3]Multiplayer[/h3]
[h3]Regression[/h3]
[h3]UI[/h3]
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Changelog
[h3]CJE[/h3]
[h3]Missiles[/h3]
[h2]Changes[/h2] [h3]AI[/h3]
[h3]CJE[/h3]
[h3]Missiles[/h3]
[h2]Fixes[/h2] [h3]AI[/h3]
[h3]APS[/h3]
[h3]APS and Missile[/h3]
[h3]Autosave[/h3]
[h3]Blocks[/h3]
[h3]Building[/h3]
[h3]CJE[/h3]
[h3]Control[/h3]
[h3]CRAM[/h3]
[h3]Custom Battle[/h3]
[h3]Fleets[/h3]
[h3]Game[/h3]
[h3]Lasers[/h3]
[h3]Lua[/h3]
[h3]Missiles[/h3]
[h3]Multiplayer[/h3]
[h3]PAC[/h3]
[h3]Pathfinding[/h3]
[h3]Sounds[/h3]
[h3]Turrets[/h3]
[h3]UI[/h3]
[h3]Weather[/h3]
[h3]Winches[/h3]
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Hey Depthians!
[h3]Ammo Intakes[/h3]
[h2]Fixes[/h2] [h3]APS[/h3]
[h3]Decorations[/h3]
[h3]ECM[/h3]
[h3]Enemy simulator[/h3]
[h3]Map editor[/h3]
[h3]Missiles[/h3]
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[h3]Steam[/h3]
[h2]Changes[/h2] [h3]Air Pumps[/h3]
[h3]Ladders[/h3]
[h2]Fixes[/h2] [h3]Air Pumps[/h3]
[h3]APS[/h3]
[h3]Autosave[/h3]
[h3]Flag Post[/h3]
[h3]Fuel Engine[/h3]
[h3]Map Editor[/h3]
[h3]Steam[/h3]
[h3]Tutorials[/h3]
[h3]Weapons[/h3]
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Changelog
[h2]Changes[/h2] [h3]Chairs[/h3]
[h3]Launcher[/h3]
[h3]Starter fort[/h3]
[h2]Fixes[/h2] [h3]Air pumps[/h3]
[h3]Launcher[/h3]
[h3]Sound Block[/h3]
|
There'll be an update with some launcher changes later. |
Hey Depthians!
[h2]Fix[/h2] [h3]Regression[/h3]
|
Hey Depthians!
[h3]Breadboard[/h3]
[h3]Decorations[/h3]
[h3]Designer[/h3]
[h3]Launch screen[/h3]
[h3]Multiplayer[/h3]
[h3]Teleporters[/h3]
[h3]Translation[/h3]
[h3]Wheels[/h3]
[h2]Change[/h2] [h3]Breadboard[/h3]
[h3]Fuel Pipe[/h3]
[h3]Scuttling[/h3]
[h3]Wheels[/h3]
[h2]Fix[/h2] [h3]AI[/h3]
[h3]Block[/h3]
[h3]CJE[/h3]
[h3]Code[/h3]
[h3]Commodities[/h3]
[h3]Ducts[/h3]
[h3]Graphics[/h3]
[h3]Modding[/h3]
[h3]Regression[/h3]
[h3]Spawn-o-matic[/h3]
[h3]Special effects[/h3]
[h3]Turrets[/h3]
[h3]Wheels[/h3]
[h3]Wings[/h3]
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What is up Depthians! |
Hey all :)
[h2]Fix[/h2] [h3]AI[/h3]
[h3]CJE[/h3]
[h3]Code[/h3]
[h3]Decorations[/h3]
[h3]Ducts[/h3]
[h3]Modding[/h3]
[h3]Spawn-o-matic[/h3]
[h3]Wheels[/h3]
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Changelog
[h3]Launcher screen[/h3]
[h2]Fix[/h2] [h3]Commodities [/h3]
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Changelog
[h3]Breadboard[/h3]
[h3]Decorations[/h3]
[h3]Launch screen[/h3]
[h3]Mutliplayer[/h3]
[h3]Teleporters[/h3]
[h3]Wheels[/h3]
[h2]Changes[/h2] [h3]Breadboard[/h3]
[h3]Scuttling[/h3]
[h3]Wheels[/h3]
[h2]Fixes[/h2] [h3]Block[/h3]
[h3]Graphics[/h3]
[h3]Special effects[/h3]
[h3]Turrets[/h3]
[h3]Wheels[/h3]
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What is up Depthians!!
Changelog 3.1.4 [h2]Additions[/h2] [h3]DECORATIONS[/h3]
[h3]UX[/h3]
[h2]Changes[/h2] [h3]ADVENTURE[/h3]
[h2]Fixes[/h2] [h3]BREADBOARD[/h3]
[h3]PREFABS[/h3]
[h3]REGRESSION[/h3]
Changelog 3.1.5 [h2]Additions[/h2] [h3]BLOCKS[/h3]
[h3]MISSILES[/h3]
[h2]Changes[/h2] [h3]DECORATIONS[/h3]
[h3]UI[/h3]
[h2]Fixes[/h2] [h3]ACB[/h3]
[h3]APS[/h3]
[h3]SPECIAL EFFECTS[/h3]
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What is up Depthians!!!!!
We should probably start off by saying that there is a slight change made to the old mimics, as they can be converted to the new system. So dont be thinking they are useless or no longer work on your other constructs, they are still usable with no issues. The new decorations will work as follows. Ctrl + X IN any block, notice me using capslock for IN a block not flush on a block as the mimicked item will be then highlighted as red. Ctrl + X will open up this UI. Add new decoration will bring up our usual mimic UI. However, as you can see the mimic UI has been added as a new tab in slot 0. Therefore this means that you can have multiple decorations tethered to the exact same block/location on a 4m beam. The UI is self-explanatory, copy all would copy all the tabs allowing you to paste all at another locationDelete all destroys the world and all of your blueprints. The other important thing to explain is the Shift tether point As you can see the decoration block in the pic has no physical collision/mesh it has no volume and adds 0 to the block count or cost. The tether, in this case, is created in the applique slope which is where the mimic block is currently and the blue corners showing the tether. If I click right we will move the tether 1m right, yet the mimic block remains where it was. I had mentioned the new Change to decoration feature in our old mimic block. In this pic you can see the mimic block its self with the blue corners is sitting on the deck. If we click Change to decoration now, we will see our decoration tinted in red like something is wrong. This is because the game needs the decoration block inside any block as it thinks its not attached to anything / the block it was in has been destroyed. To fix this once converted simply move the tether where you want it inside any block. After moving the tether point, you can access all the decoration parts from one point and you can have up to 32 tethered at one point but a max of 900 decorations per construct per subobject, the standard mimics do not add to this number. All five decorations in one point. If we turn on our mirror mode and pop back into our new decoration setup we can mirror all five of these tabs. We also have a new way to view the actual location of mimic blocks and decorations. You need to cycle through the shift+p views. Yellow are the mimics and blue is where the decoration is tethered. Changelog [h2]Additions[/h2] [h3]DECORATIONS[/h3]
[h3]UX[/h3]
[h2]Changes[/h2] [h3]ADVENTURE[/h3]
[h2]Fixes[/h2] [h3]BREADBOARD[/h3]
[h3]PREFABS[/h3]
[h3]REGRESSION[/h3]
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What is up Depthians!
[h3]Missiles[/h3]
[h2]Changes[/h2] [h3]AI[/h3]
[h3]APS[/h3]
[h3]Connections[/h3]
[h3]Decoration[/h3]
[h3]Defenses[/h3]
[h3]Laser[/h3]
[h3]Missile[/h3]
[h3]Prefabs[/h3]
[h3]Steam[/h3]
[h3]Tooltip[/h3]
[h2]Fixes[/h2] [h3]Adventure[/h3]
[h3]AI[/h3]
[h3]APS[/h3]
[h3]Autosave[/h3]
[h3]Controls[/h3]
[h3]Decoration[/h3]
[h3]Gridcasts[/h3]
[h3]Missiles[/h3]
[h3]Multiplayer[/h3]
[h3]Physics[/h3]
[h3]Planets[/h3]
[h3]Steam[/h3]
|
What is up Depthians! |
What is up Depthians!
[h3]Missiles[/h3]
[h2]Changes[/h2] [h3]AI[/h3]
[h3]APS[/h3]
[h3]Connections[/h3]
[h3]Decoration[/h3]
[h3]Defenses[/h3]
[h3]Laser[/h3]
[h3]Missile[/h3]
[h3]Prefabs[/h3]
[h3]Steam[/h3]
[h3]Tooltip[/h3]
[h2]Fixes[/h2] [h3]AI[/h3]
[h3]APS[/h3]
[h3]Decoration[/h3]
[h3]Gridcasts[/h3]
[h3]Multiplayer[/h3]
[h3]Steam[/h3]
|
Hey Depthians! |
What is up Depthians! |
Hey Depthians!
[h2]Changes[/h2] [h3]AVATAR[/h3]
[h3]BLOCKS[/h3]
[h3]CONNECTIONS[/h3]
|
What is up Depthians!
[h3]Build mode[/h3]
[h3]Undo/Redo[/h3]
[h2]Changes[/h2] [h2]Blocks[/h2]
[h3]Fortress[/h3]
[h3]Harpoons[/h3]
[h3]Missile[/h3]
[h3]Physics[/h3]
[h2]Fixes[/h2] [h3]AI[/h3]
[h3]CJE[/h3]
[h3]Drones[/h3]
[h3]LWC[/h3]
[h3]Missile[/h3]
[h3]Performance[/h3]
[h3]Steam[/h3]
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Hey Depthians!
[h3]Autosave[/h3]
[h3]Build Mode[/h3]
[h3]Performance[/h3]
[h3]Steam[/h3]
[h3]Undo/Redo[/h3]
[h2]Changes[/h2] [h3]APS[/h3]
[h3]CIWS[/h3]
[h3]Laser[/h3]
[h3]Missile[/h3]
[h3]Steam[/h3]
[h2]Fixes[/h2] [h3]APS[/h3]
[h3]Pathfinding[/h3]
[h3]Steam[/h3]
[h2]Removed[/h2] [h3]UI[/h3]
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[h3]Steam[/h3]
[h2]Changes[/h2] [h3]Special effects[/h3]
[h3]UI[/h3]
[h2]Fixes[/h2] [h3]Adventure[/h3]
[h3]APS[/h3]
[h3]Campaign[/h3]
[h3]Missiles[/h3]
[h3]Multiplayer[/h3]
[h3]Steam[/h3]
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Hey Depthians!!
[h2]Change[/h2] [h3]MAP[/h3]
[h3]MISSILES[/h3]
[h3]STEAM[/h3]
[h3]WEAPONS[/h3]
[h2]Fix[/h2] [h3]ADVENTURE[/h3]
[h3]BLOCKS[/h3]
[h3]BLUEPRINTS[/h3]
[h3]BUILDING[/h3]
[h3]SPECIAL EFFECTS[/h3]
[h3]STEAM[/h3]
|
Join Borderwise as he plays From the Depths! |
Join Borderwise as he plays From the Depths! |
Join Ohm is Futile as he plays From the Depths! |
Join Oscillanders as he plays From the Depths! |
Join Ohm is Futile as he plays From the Depths! |
Join Borderwise as he plays From the Depths! |
Hey Depthians!
[h3]LASER TRANSCEIVER[/h3]
[h3]PROPULSION[/h3]
[h3]SOUNDS[/h3]
[h3]STEAM[/h3]
|
|
Join Ohm is Futile as he plays From the Depths! |
The final version of steam engines is finally here! So lets go over the changes!
Important QoL changes
Pressure differential, kinetic energy
kinetics loss
Reusing steam from pistons
Crank sizes
Shape and volume considerations
Propellers and transmissions
The previous system had very narrow and specific rules, had to break some of the designs using engines made under those rules to open steam up and add some variety. We are sorry about that, but it had to be done to make the game better in the long run. With the release and steam being done the big breaking changes and reworks are out of the way. |
Join Borderwise as he plays From the Depths! |
Join Ohm is Futile as he plays From the Depths! |
Join Borderwise as he plays From the Depths! |
Hey Depthians!
[h2]Change[/h2] [h3]CAMPAIGN[/h3]
[h3]UI[/h3]
[h3]VISUALS[/h3]
[h2]Fix[/h2] [h3]AVATAR[/h3]
[h3]CAMPAIGN[/h3]
[h3]CJE[/h3]
[h3]LUA[/h3]
[h3]MAP[/h3]
[h3]MULTIPLAYER[/h3]
[h3]PREFAB[/h3]
[h3]SHARD CANNON[/h3]
[h3]TRANSITION BLOCKS[/h3]
[h3]WINGS[/h3]
[h2]Removed[/h2] [h3]AVATAR[/h3]
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Hey Depthians! |
Hey Depthians!
[h3]CUSTOM JET GENERATOR[/h3]
[h3]MULTIPLAYER[/h3]
[h3]TUTORIALS[/h3]
[h2]Change[/h2] [h3]CIWS[/h3]
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Beta test is now 3.0.0!!
[h2]Change[/h2] [h3]MANUALS[/h3]
[h3]STRATEGIC AI[/h3] Strategic AI now uses a finer pathfinding grid- all custom campaigns must recalculate the grid in the garrison tab of the map editor [h2]Fix[/h2] [h3]ACHIEVEMENTS[/h3]
[h3]AI[/h3]
[h3]CAMPAIGN[/h3]
[h3]DUCTS[/h3]
[h3]MULTIPLAYER[/h3]
|
Hey Depthians!
[h2]Change[/h2] [h3]LUA[/h3]
[h3]UI[/h3]
[h3]CAMPAIGN[/h3]
[h3]CIWS[/h3]
[h3]DAMAGE[/h3]
[h3]LASERS[/h3]
[h3]LEADERBOARDS[/h3]
[h3]MISSIONS[/h3]
[h3]NETER[/h3]
[h3]SCUPPERING[/h3]
[h2]Fix[/h2] [h3]MISSIONS[/h3]
[h3]YOUTUBE[/h3]
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Hey Depthians!
[h3]MISSILES[/h3]
[h3]SMOKE[/h3]
[h2]Change[/h2] [h3]APS[/h3]
[h3]CAMPAIGN[/h3]
[h3]LASERS[/h3]
[h3]LOGGER[/h3]
[h3]PAC[/h3]
[h3]PROJECTILES[/h3]
[h2]Fix[/h2] [h3]CAMPAIGN[/h3]
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Changelog
[h2]Fix[/h2] [h3]Regression [/h3]
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Hey all :)
[h2]Fix[/h2] [h3]FUEL ENGINE[/h3]
[h3]MULTIPLAYER[/h3]
[h3]UI[/h3]
|
What is up Depthians!
What's good with new steam:
Pros of steam compared to injector fuel:
Cons of steam compared to fuel:
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered. (In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.) Problem with new steam that can't be fixed:
Problems that can probably be fixed but I don't have a solution:
Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works. Why a change was warranted:
Overview of the new system: On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth. On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively. ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection. Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors. Last but not least a sweet little addition to our build menu prefabs. Please do make sure you go through the Changelog we did not post the logs here as they would need multiple posts xD |
What is up Depthians!
[h3]APS[/h3]
[h3]DETECTION[/h3]
[h3]WORKSHOP[/h3]
Fix [h3]APS[/h3]
[h3]DETECTION[/h3]
[h3]LASERS[/h3]
[h3]MULTIPLAYER[/h3]
[h3]NETER[/h3]
[h3]NUKE[/h3]
[h3]PROPELLERS[/h3]
[h3]REGRESSION[/h3]
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Additions
Changes [h3]APS MODULE COUNT[/h3]
[h3]LIGHTING[/h3]
[h3]PROJECTILE ARMOUR[/h3]
[h3]SAILS[/h3]
[h3]SIMPLE WEAPONS[/h3]
[h3]TURRETS[/h3]
[h3]UI[/h3]
[h3]WORKSHOP[/h3]
[h2]Fixes[/h2] [h3]ACB[/h3]
[h3]APS[/h3]
[h3]CJE[/h3]
[h3]CRAM[/h3]
[h3]MULTIPLAYER[/h3]
[h3]RENDERING[/h3]
[h3]SHARD CANNON[/h3]
[h3]VIDEO BLOCK[/h3]
[h3]WHEELS[/h3]
[h3]WORKSHOP[/h3]
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Hey all :)
Change [h3]STEAMWORKS[/h3]
[h3]UI[/h3]
Fixes [h3]AI[/h3]
[h3]APS[/h3]
[h3]BLOCKS[/h3]
[h3]MULTIPLAYER[/h3]
[h3]REGRESSION[/h3]
[h3]UI[/h3]
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What is up awesome Depthians! A new beta test is up on Steam, please remember that beta updates are for testing new features and changes before they hit stable! I will set up a detailed post once this beta test hits stable. |
Hey Depthians |
Hey Depthians! |
Another long list of fixes and changes in beta 2.8.1 :D we will have a proper write up once this hits stable. |
Hey Depthians! |
Hey Depthians! |
What is up Depthians! |
What is up Depthians! |
Hey Depthians! |
Hey Depthians! |
Hey Depthians! |
Hey all! |
Strategic AI update.
Custom jet efficiency
Custom jet addons
Fuel engine basics
Fuel engine efficiency
Fuel engine exhausts
Exhaust demo I
Exhaust demo II Engines, from left to right fuel-efficiency increases and power/volume decreases (see attached blueprint)
example_engines.blueprint With all that out the way, we shall now go over the main focus of this update, the Strategic AI and how this AI will work and how the change to the resource zones are working. The Strategic AI assigns numerous jobs to constructs, such as capture territory, build forts on resource zones to mine up materials, defend / attack / repair, transport materials to the HQ and build constructs. We shall be seeing more AI jobs in future however we wanted to get the basics laid out and working. The AI is building and transporting materials just like us when we are playing From The Depths. Force strength on tiles has been removed, however, there are territory boundaries. Territories will grow or shrink as the factions battle it out taking territory from one another. The AI will attack other factions HQ or forts on resource zones to capture and then build their fort and use as well as attacking constructs. To stay on topic regarding territory, a faction will set up fleets to counter, intercept and pursue any invading forces. It will gather and group up constructs to form a fleet or build new constructs if it thinks that the current constructs are not up to the task, or if the current fleets already have orders such as attack, defend or intercept/pursue. As we have mentioned force strength we should also discuss how the difficulty is set up and how the AI will determine what is best suited to put against you depending on how well your constructs are doing + the selected difficulty level The campaign still has four difficulties: easy, medium, expert and godly but these will not be tied to fixed design difficulties. Design difficulties will instead be automatically generated by assessing the firepower to material cost ratio. The AI will build using materials and will bring out the efficient killing machines when the player is doing well. To explain the doing well. Firepower to material ratio is split into containers, with each container holding easy, medium, expert and godly constructs. The system would be tracking how much of the last million (example number) materials that were destroyed belonged to the player and how much the opposing faction did. During each battle damage is done to the players construct by an enemy construct, and the firepower to material ratio is added to the player side of the appropriate container and damage to said enemy construct is added to the faction side of the same container. The enemy faction would build from the containers where the KD ratio is somewhat equal, less than or greater than, depending on the difficulty level. As an example and imaginary numbers, with godly difficulty, the AI would build preferentially from containers where the KD ratio is 1. However, in easy difficulty the AI will choose constructs from containers where the KD ratio is 10 or more in the players favour. The AI can also reposition constructs during battle setup and also add constructs that are within x range to the lineup. As you all probably know by now, resource zones have also changed. The material value of the campaign is calculated at the start of the campaign. It is the sum of the resource zone material, the blueprint costs and their stored ammo and fuel. As the campaign progresses materials may be lost or used up in combat and causes the material value of the campaign to drop. Every second the game will pump fresh materials into the resource zones so that the total material balance of the campaign remains constant. This means that in order to grow your material economy you'll need to take it from other factions by destroying their fleets, scavenging the dropped material and conquering the resource zones that will be replenished with any spent materials lost in the combat. Unfortunately Steam, has a character limit xD and I could not leave the change log, so please check that out here on the main forum Strategic AI update thread. |
We will be setting Neter 2019 physics as the default setting with the coming update, this may affect a number of your builds in terms of forward and upwards thrust. |
Hey everyone we have decided that we are aiming to release devtest builds to stable after each sprint is completed. The current sprint is estimated to be completed around the 8th of June. So there should be a stable release shortly afterwards. The main thing is that stable is actually stable and is relatively up to date. With the "stable" part in mind, this is why we are waiting another week to get to the bottom of some particularly nasty lockup bugs to increase the robustness of the game. We apologise to all that have been waiting eagerly for the fixes and new features in devtest to hit stable. You just need to wait a tiny bit longer! Thanks. |
Hey everyone, below is a link to the current roadmap to release. |
Welcome back to another round of bug fixes and tweaks. |
We are back with another CLUSTER of bug fixes, tweaks and new features which we hope you will all like :D |