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Changes (These can be rebound) Key binds, Numpad 2 is no longer bound to camera-mode-cycle which is now purely TAB. Numpad 2 is reserved specficially for construct-mode-camera. Key binds, Numpad 0 is bound specifically to the free-camera mode. Construct camera, Construct camera now has a maximum of 9 cameras per user and cameras can be re-ordered and easily activated/added/removed from the UI. Construct camera, The default camera for a vehicle now has roll and pitch stabilisation enabled by default, with buttons on the UI to disable them or add yaw stabilisation. Construct camera, Reduced the smooth duration in the construct camera orbit distance scroller. Drills, Components of the drill system are now immune to impact damage like rubber to make them more viable. Fixes Regression, Fixed the UI issue in the width value of the prefab window. Saves, Construct saving now has a check to make sure that the save is valid before overwriting the original file as the JSON serialisation has been known to fail and write empty white space. Fill tool, Fixed an issue with the fill tool when filling far from the origin of the game world. CRAM, Two way connector now has a mirror part. Pivots, Pivot parts should now render as decorations correctly. APS, 7m clip now uses the correct mesh. Add Modding, Added to the ExampleMod all the other UnityEngine.[X]Module.Dll DLLS that may be required for mods to reference. Missile, Added a basic proximity fuse component back into game. Campaign Neter Bucanneer (DWG): Standardized weaponry to Sven Kno CRAM weaponry, minor aesthetic update. Coyote (DWG): Added deco to missiles, fixed LWC parameters. Jacobs Folly (DWG): Fixed turret rotation getting stuck Ransack (DWG): Added torpedo decos, adjusted shield activation range Sailfish (DWG): New Sven Kno thrustercraft; a highly-aggressive, swift monstrosity that gets in close to incinerate its targets. Godly difficulty, adventure difficulty 35-45. Tug of War (DWG): Replaced some reinforced wood with regular wood. Walrus (DWG): Partial overhaul using Riverhome hull as a basis; slightly cheaper with more appropriate weaponry. Cargo craft so no difficulties to note. Original Walrus has been converted to an SM version for story missions. Harrow (WF): Overhauled water skimmer; gets in close to broadside with a powerful flamethrower. Difficulties unchanged. Pandemonium (WF): Overhauled water skimmer; a ramming craft outfit with your typical WF melee arsenal of sawblades. Medium difficulty, adventure difficulty 35-45. Veles (WF): Fixed APS being incorrect gauge. Wrecker (WF): Slight aesthetic change Fear (TG): Updated interceptor positions so they can properly fire. Pearl Swarm (TG): Retired, replaced by Tolerance Swarm. Tolerance (TG): Changed to now be a swarm design, which spawns 5 of them. Anode (LH): Overhauled; a durable, PAC-equipped submarine that broadsides from afar. Medium difficulty, adventure difficulty 35-55. Candela (LH): Overhauled; large carrier-style water skimmer that still retains the firepower and mobility of their other large skimmers. Godly difficulty, adventure difficulty 65-85. Chrysoprase (LH): Fixed EMP protection, slightly improved primary weapon. Coulomb (LH): Added a combat subroutine for fighting submarines. Gigawatt (LH): Updated detection, added a combat subroutine for fighting submarines. Hydrovolt (LH): Much less susceptible to self damage with PAC. Megawatt (LH): Minor detection updates. Superradiance (LH): New LH water skimmer; when you hear the gun charge, pray. Godly difficulty, adventure difficulty 65-85. Thunderbolt (LH): Updated movement, minor deco update. Craftsman (SS): Fixed an issue that made it dive into the water. Submarine Pen (SS): Produced submarines should no longer clip into the structure. Lowly Skybase (GT): New decorative structure, replaces Rusted Ram Small House. Hydroponics Spire (GT): New decorative structure, replaces Hydroponics Farm. Neutrino (SD): New drone; a drone-like design that gets in close to zap with laser weaponry. Easy difficulty, adventure difficulty 1-20. Pulsar (SD): Overhauled; frontsider thrustercraft with burst plasma and laser weapons. Easy difficulty, adventure difficulty 20-30. Ashes Accuser (WF): General improvements. Acolyte (WF): Complete internal overhaul improving the gun/armor and adding anti air capabilities Inferno (WF): Fixed targeting issues when multiple enemies are present. Pariah (WF): Improved the shell for the main gun Rapture (WF): Fixed an AI issue Ravager (WF): Added ramming against smaller targets and laser defense Saviour (WF): Fully rebuilt to be more like the Zealots style, difficulties unchanged.
Hey everyone, in case you didn't notice. Stable is now on 4.2.3. Nick's been pulling extra shifts to listen to feedback and concerns and has addressed a lot of these with the changes below. Thanks to everyone who engaged in a constructive manner. Happy New Year to everyone when it comes and to those already in the future! Add Simultaneous mode option where UHJK (or any other combination) can be used for vehicles and WASD for the camera/build mode simultaneously with no need to toggle between vehicle controls on and off. See the Vehicle Key mapping tab of the UI for more details. Tutorials, Added a voice-over volume slider to the build guides (there is already one in the tutorials) Change Crosshair, Tidied up the drawing of the crosshair. It no longer appears in keyboard based building mode. Camera, Warping the avatar to a vehicle will make that vehicle the focus of the construct cam so that when you toggle into the construct cam it is your focus. Fix UI, Fixed the mouse button function messages so that they are correct for mouse-based building. (LC = place, RC = remove) Camera, Projectile camera no longer disables weapons. Detection, Detection UI no longer goes crazy when the detection equipment being viewed is destroyed. Regression, AC viewer tool now calculates stacked armour AC correctly again. Camera, Focusing on enemy units now focuses on the center of mass of the enemy unit, not their origin. AI, Fixed the enemy simulator. Regression, Got the remote control and remote terminal working again. Regression, Made it easier to build a new vehicle from free cam by looking at empty space and pressing B. Camera, Tab now correctly comes out of projectile focus mode. Camera, Fixed residual camera movement being applied after resetting the view in the construct cam, making cam swapping more reliable.
Little update to the cross hair elements of the UI.. no cross hair is now shown in keyboard based building and none in general views when the mouse cursor is active. Fixed a bit of misleading UI text that stated incorrectly the purpose of left and right click when in mouse based building.
Patch 4.2.2 address some of the feedback we received about the camera update. One of the most common complaints was the remapping of vehicle controls to WASD (etc) such that camera/build controls and vehicle controls share the same keyboard space and are toggled with CTRL. i.e. CTRL is pressed to swap between camera controls (and Q and E as interaction and fleet control UI) and vehicle controls. This patch addresses that issue by providing a button in the Vehicle Key Map tab of the options menu to rebind the vehicle to UHJK (etc). There is also a button to bind back to WASD (etc) if you wish. When the bindings are in UHJK (etc) the game has no conflicts between WASDQE for camera/UI/building and vehicle control and as such activates SIMULTANEOUS mode in which CTRL is unused and both camera/UI/building commands and vehicle commands are executable simultaneously- the way FTD has always been. Another complaint was that warping the avatar to a vehicle did not make that vehicle the focus of the construct-cam. That's been fixed. This means that when you press tab to swap from avatar to construct cam your construct cam will be looking at the construct your avatar is on. Thanks for raising that issue. Projectile cam no longer disables weapon use and can be tabbed out of as per other modes. And I fixed a residual camera movement that made it quite hard to tab out of construct cam immediately after moving the camera around. Various other small fixes are included in the patch, and the previous patches dealt with things like the avatar jumping out of chairs whenever space was pressed. Thanks for bearing with me whilst I gather up all this feedback and address as much of it as I can. Happy holidays to you all, Nick Smart, Project lead
HELLO DEPTHIANS. Wishing you all a great Holiday period! Before I begin...
HELLO DEPTHIANS.
The camera update is now in the alphatest build. Please note that by going into alphatest you fully accept that stuff can break and might be changed.
Also this update has been in testing for a very long time, we've had it at gameshows, we've watched 10000 hour veterans and 0 hour noobs; Veterans, you will be fighting your muscle memory to begin with! Noobs, don't click around randomly!
Experimental testers, thank you very much! You'll need to right click on any keymaps that have had their defaults changed in the options.
Microsoft OneDrive continues to be a royal pain. If you are experiencing issues like crashes or strange behaviours in game then please use the support system or go to the help channel in the discord or give me (Sean) a DM on there and I'll try to help! There is a workaround to bypass your Documents shell path if need be until we have a way to move the profile to avoid this in the future. Many people assume they don't have it when infact windows updates have stealth installed it and it has indeed hijacked a shell path. The issue is that it places file locks which prevents the game from being to access files it needs resulting in all manner of problems.
With that information firm in your mind, lets continue...
So rambot is now something that is an optional spawn (unless the scenario or instance is designed to have him spawn automatically. World editors, this is something you need to look out for. There are new options for spawning on spawn points and for the instance itself. You'll want to select "Player AND avatar" on any spawn points so that both the camera and the avatar can spawn there.) You can spawn rambot by pressing Shift + G by default. It's best to do this on a focused vehicle.
Heart stone energy now governs rambot's weapons. Being on a friendly vehicle will preserve the energy state but a heart stone is needed to recharge. Depending on the game mode rambot can still die if energy is 0. We'll probably be tweaking this as time goes on but to start with its very strict and something like the chaingun will burn through energy very quickly.
To select a vehicle to focus on, we look at it and left click on it. This then focuses the vehicle and uses a default orbit camera that is placed above the vehicle (if no other camera has been set.)
The little green marker here is our camera position. To unfocus the vehicle just left click anywhere off of it.
Once focused we can take control of a vehicle if a vehicle controller exists on it by pressing Left Ctrl by default. (Note all keybinds are editable in the options)
When we are in control a green vignette appears briefly. Again the opacity of this is configurable in the options.
If we right click we can control weapons. Control of weapons is indicated by a red vignette. Please note you can also click on the weapon groups now on their icons and there are more of them.
Please note the default vehicle control keys have changed to something people are more familiar with in other games.
Pressing Tab will cycle through any configured cameras.
Camera positions can be edited using these buttons (yes they are buttons) in middle mouse mode or you can store a position at your current position using Ctrl + Tab by default.
In camera edit mode you can add more advanced options to the camera. Some of these are very useful for things like fighters where you want the camera to be less aggressive!
The binoculars are now built into the camera, just use the mouse wheel to zoom in and out.
Enemy information is now displayed when you place the mouse over them. You can focus on an enemy and order an attack by left clicking on it. To unfocus just left click anywhere off it.
That's the main stuff! If I think of anything else or I'm made aware of anything else I'll add it to the stable post whenever it goes stable. Feedback can be provided in the alphatest forum on the discord. Please make sure you aren't making duplicates by using the search function before you post.
With regards to campaign there will be a few changes coming to address some of the issues raised by players. In this patch diplomacy values are adjusted. By stable the area of enemies drawn into combat will be increased to bring more of the approaching enemies into combat. Defence platforms are being added (per difficulty) to HQs, those are being worked on at the moment.
Fixes: APS, [BUGS-3940] [BUGS-4144] APS ammo intakes are checked more frequently, reducing inaccuracy at low calibers in cases where intakes are the throughput limit. APS, Fixed builtin shells created by the client not showing up at the host in multiplayer games. Steam, [BUGS-4137] Fixed steam crank generators connecting even when placed at a 90 rotation.
What is up Depthians! A small update to the standard sable branch that fixes a few issues mainly directed towards multiplayer APS.
What is up Depthians!
Exciting news the long-awaited fire update has arrived in the stable branch! Now, alongside flamers, incendiary options for CRAM, APS, missiles, and even lasers are at your disposal.
As we dive into this blazing update, let's extend a warm welcome to four talented programmers joining our team! And before we ignite into showcasing the new features, we must express our deepest gratitude to our player base and the special community that supports us. We extend heartfelt thanks to Kap, also known as neekap, for crafting stunning new load screens, and to JustAWrench, Kev1n, Hawkins656, ApertureGaming and Lathland for presenting some epic clips that captures some fiery battles. We recognize the considerable effort involved in setting up these clips in-game, capturing angles, scenes, and the meticulous editing process.
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[previewyoutube=Oy6k853avHg;full][/previewyoutube]
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Rorsten will also be streaming at 2pm-5:30pm EDT to showcase and answer any questions about fire mechanics. Link to Rorstens Twitch https://www.twitch.tv/rorstenvt
On to this hot fiery update!
Fires inflict continuous damage and often pack more raw power than high-explosive rounds. They prove particularly effective against fast-moving targets above water, although their efficiency diminishes underwater. Additionally, fires weaken enemy armor, making them ripe for subsequent assaults.
You can now monitor fire activity on your or your enemy's vessel by pressing "V" while targeting and accessing the Fires tab, which displays active fires, remaining fuel, and oxidizer levels.
Utilize the debug fire tool by pressing "Z," selecting "debug fire," and then choosing a slot in your tool belt (Designer mode).
For convenience, customize the fire debug tool settings by selecting it in your tool belt and pressing the right mouse button to access further adjustments.
Flamers, being cost-effective and compact, lack effective countermeasures. However, their short range and gradual damage via fire ignition are notable drawbacks.
Furthermore, lasers now possess the ability to ignite blocks, and fire size adjustment is achievable with the Superheating Module. CRAMS now have Incendiary pellets, APS has been given Incendiary head and body modules, Missiles have also been given Incendiary modules. All except lasers can have incendiary and oxidizer adjusted.
Stay vigilant and adapt your strategies to harness the power of this fiery update!
What is up Depthians! A couple of changes and fixes for the current Alpha branch.
What is up Depthians!
We are pleased to introduce Incendiary pellets for CRAMs, as well as a number of changes and fixes.
What is up Depthians! We hope you are all enjoying the new fire mechanics and incendiary rounds/modules. If you do not know how to access the Alpha branch: Right click From the Depths in your library list of games. Properties > Betas tab, look at the Betas participation menu and select alpha_test - alpha_test
What is up Depthians! This update brings fires and incendiary weapons to From the Depths! If you do not know how to access the Alpha branch: Right click From the Depths in your library list of games. Properties > Betas tab, look at the Betas participation menu and select alpha_test - alpha_test
Candles are no longer EMP proof. Delay pulse fixed for when the second option in the dropdown is selected.
What is up Depthians!
:candle: Update Alert: Introducing Lightning Hood Larry's Latest Creation - The Scented Candle!
Hold onto your hats, adventurers! Lightning Hood Larry, famed inventor and fashionista extraordinaire, has unleashed his latest marvel upon Neter: the Scented Candle!
Be prepared to embark on an olfactory journey like never before, as this revolutionary creation promises to tantalize your senses with delightful aromas. But beware - rumors swirl that these candles may have a trick or two up their sleeves... or wicks.
For just 5 Neterbucks, you can bask in the glow of science and style, courtesy of Lightning Hood Larry. It's a deal too good to pass up!
There will be more hot stuff on the way...
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. Two small additions: ACB controllers can now be read by Breadboard Getters. So button presses can execute breadboard functions. ACBs now have a readable variable to let the breadboard know if it's condition is met or not.
What is up Depthians! We have set the current Alpha build to Stable,
which brings several new additions to Breadboard.
Our Kotl/Kotl help team and Mike aka ABYAY have also made numerous
tweaks and upgrades to campaign craft for Neter, AotE and Glao which
you can find after the changelog and numerous new prefabs have been
added.
One very important change is that we have upgraded to Unity
2022.3.20f1. What this means is that all mods that reference
UnityEngine.dll should now be converted to "NET standard 2.1" class
libraries (instead of "NET framework 4.6 class libraries"). The easiest way
to do this is (in our experience) to replace the contents of the .csproj file
with:
Fixes: Tracers - Accounted for the addition of the new 3rd parameter in builtin shell designs. Accounted for legacy tracers being loaded in the new builds. (Tracers should now not default to 0.1 length.) Smoke generator - Steam effect now correctly uses drag, gravity etc. Additions: Decorations/Mimics - Added the ability to swap decorations to different materials, and added an emissive-only material. (These materials will have better names in a future release.)
Hi everyone!
Following the Christmas update and some confusion regarding turrets and collisions Nick has spent a bit of time working on them. We are sorry this bug persisted and crept into builds as it did. A contractor and long time player was working on a bug relating to spinblocks and he disappeared, we've waited on him returning to fix things but he hasn't appeared back. We hope he is okay. This has resulted in Nick picking up the work and having to make the changes he did, though he has went further and improved subobject collision checking after reverting the changes in the previous patch. Here is a list of changes and clarifications in the recent update that I hope clears things up.
1. This only affects level 1 turrets, spinblocks and pistons. Once you go further than that you can clip as you always have so no this doesn't affect spin clipping. That is exactly as it always was.
2. As per the image below, if you are on a block causing a problem the green ring will show the radius of the check and the red part will show where the issue lies. If you need to check a subobject for collisions you can also use the tools in the shift + e advanced build tools menu and the debugger there for recording collisions.
3. As per the image below, slopes are now checked for more precisely. So instead of them being classed as a full block they are checked as they look. Some blocks such as intakes also have relaxed rules to allow turrets to turn as they did. It could be we've missed something with this so if you think another block needs this treatment please post in alphatest channel in the discord.
4. This also means you can now armour up your turret wells with slopes where they couldn't have went previously.
5. If you exploited the origin point of beams in order to place longer blocks where they shouldn't have been then you'll need to fix those. You can no longer exploit origin points.
Additions
APS Visible tracer - length multiplier now editable.
Smoke generator - Added steam particle effect as an option.
Changes
Walkers - Stability will go no lower than 0.8 when a clamping foot is clamped.
APS Ammo intake feeder - This is now fully modelled as an appropriately sized (small/simple) mesh for the purpose of the new turret rotation calculations.
Fixes
[Regression 3.8.3] Fixed an issue with 2 axis turret where the elevation axis would not move if the azimuth axis was not also moving.
Pistons - Piston collision check for slopes / corners / plates added, as per turrets and spinners.
Pistons - Piston collision checks now cached for performance improvement.
Turrets/Spinners - Slight performance improvement when rechecking collision checks after sustaining/repairing damage.
[Neter]
Excruciator (WF): Entirely overhauled; a high-speed battleship armed with multiple railguns to live up to its name. Godly difficulty, adventure difficulty 60
Spectre (SS): Duplicated text removed from lore.
Damacy (GT): Replaced missing block and fixed material allocation.
Glaukos (GT): Fixed random out-of-place blocks, added ball turret mounts to S missile turrets, smoothed some of the structure, painted "The One" deco block.
Corsair (DWG): Updated propeller logic to lessen chances of pitching and flipping.
Lamprey (GT): Deco fix for rail magnets.
Parallax (SD): Remade and reintroduced; a fast spacecraft which delivers two huge missiles at larger targets, uses a weak laser to swat smaller targets. Medium difficulty, adventure difficulty 50.
Carnage (SD): Aesthetic improvements, including gimbal thrusters.
[AotE]
Sentinel (OW): Fixed turret rotation, internally overhauled, AI tweaks, and rear was redesigned.
Longhorn (OW): Re-enabled spawning in adventure. This was intended sooner and was missed.)
Overseer (OW): Overhauled and reintroduced to the active roster. Does it fire a massive cannon shell, or is it a missile? You decide!
[Glao]
Obsidian (OFD): New plane which replaces the Bomber; a compact plane with a wavy movement pattern with missile arrays and an underslung turreted cannon.
Quartz (OFD): New thrustercraft; similar in appearance to the Emerald, but goes all in on a powerful frontal plasma cannon.
Conqueror (GI): New thrustercraft; a cannon-focused brute that outlasts foes with its heavy frontal armor and delivers a kinetic barrage in return.
Gladiator (GI): New thrustercraft; similar in appearance to the Conqueror but sacrifices some of its cannon power for missile arrays.
Fixed turret rotation issues introduced from recent patch for the following designs:
Longhorn (OW, AotE)
Lucerne (OW, AotE)
Chorus (WF)
Longinus (WF)
Purifier (WF)
Redeemer (WF)
Retaliator (WF)
Slasher (WF)
Thrasher (WF)
Angstrom (LH)
Atriedes (SE, AotE)
Scarab (SE, AotE)
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.
I am sorry to anyone this affects, but it is out of our hands until they fix their issue. This also means GeForce NOW is off the table for players that want to use that.
I suggest you setup some kind of backup of your player profile. DO NOT use Onedrive or google file sync, that causes its own headaches and problems. See the bug reports channel in discord for a workaround if you do have any of those.
BrilliantSkies would like to wish everyone a great holiday period! To celebrate the holidays some of the community led by Melch (curator) and Lyons(map) have created the Christmas Campaign once more. You can load the planet by using the Content menu in game. Thank you to everyone who contributed a design! Nick put on his elf hat and has been working on some bug fixes. There are also updates to various campaign vehicles. Just to let everyone know flamers and flames will be coming in the New Year so that is something to look forward to in the New Year! Enjoy and have a good one! PATCH NOTES ADD APS [BUGS-4260] railgun magnets can now be 'hidden' using decorations, and decorations attached to them will nominally spin as per the magnet. Lua Added GetConstructLocalCenterOfMass() method to return the local center of mass. Physics [BUGS-4255] The 'V' menu (General info -> Physics) now has an option to turn off the half-voxel rounding/snapping of the centre of mass point. This may be useful for certain vehicle types. Blocks [BUGS-4247] GP PID can now has output yaw control option. CHANGES XMAS The xmas 2023 campaign has been released. Map editor 'View distance' now affects storm cloud layer as well as standard clouds. If you use a terrain size less than 1024m the game will spawn more terrain pieces to make up for it so that there is not obviously missing terrain. This is has a very bad effect on frame-rate however so don't do it...) Fire control computer, Fire control computers can be assigned weapon slots so that they can be limited to controlling certain weapon groups.) UI There is now more information displayed about why weapons are not firing, when you manually try to fire them.) Fuel engine build UI changes following community discussion. FIXES Environment The horizon object that blends sky to sea has been broken for a while, it is now fixed. Breadboard [BUGS-4050] Doppler shift for sound effects was limited (by accident) to be no less than 10%. This has been removed, allowing breadboard playback module to produce sounds with no doppler shift. RandomInput now has correct inputs and outputs number. Turrets Reverted a previous change to turrets that was supposed to make hull collision checks more lenient. This change was because it was possible for a quickly rotating turret to access rotations that a slowly rotating turret could not, by effectively jumping through some of the more problematic angles such as 45. Rather than making it more lenient I have changed it so that checks are performed incrementally to ensure no difficult angle is jumped through. I have increased the precision of the calculation from floating point to double precision calculations. UI When aiming weapons manually you'll now see bombs, torpedoes, turrets, missile-block-lasers, plasma cannons and particle cannons as separately listed weapon types in the RDY/IDLE list in the bottom right (as well as cannons, missiles and lasers.) Missiles [BUGS-4270] missile controllers with no missiles on them will now use the missile-laser-block position as the firing post position for the purposes of aiming (if applicable). They will prioritize missile-laser-blocks with an encoding of 'our team' or 'our vehicle.' [BUGS-4289] when a munition decorator is repaired it will apply the decoration to the missiles that need it. Multi-player Fixed building and material spending issues in multi-player when players are on different teams. Tutorials Fixed the AI build guide. Weapons AI fail-safes attached to AI equipment that controls a weapon are now used by the player when trying to fire the weapon manually. This enables you to test your fail-safe (and also not shoot yourself.) CRAM [BUGS-4269] CRAM barrel decorations had an issue where original mesh hiding was not working after spawning. Now fixed. Campaign Blueprints [Neter] Brigand (DWG): New carrier ship that deploys a helicopter and launches barrages of missiles at its foes from afar. Godly difficulty, adventure difficulty 30. Now uses water travel mode as intended. Rat (DWG): Fixed a turning problem, removed excess missile controller. Judgement (WF): Overhauled as a potent particle cannon destroyer. Difficulties unchanged (Expert, adventure difficulty 60). Disemboweler (WF): Updated AI behaviors to make its attack runs more consistent. Slight rudder changes. Whaleshark (SS): Updated CA and scuttling parameters to help lessen the chances of planes going to space; note that this isn't a full fix and some may still do this, but should be a bit more manageable until a more permanent design fix is deployed. Now uses BB control for plane management. Exocets overhauled, even less prone to going to space from recent update. Glyptos (GT): New thrustercraft, replaces the Perseus; you want missiles? You got missiles. Medium difficulty, adventure difficulty 40. Perseus (GT): Retired, see Glyptos. Flail (GT): Minor deco update. Gog (GT): Deco fixes, minor block adjustments. ICBM (GT): Fixed a few disconnected CJEs, deco updates. Morningstar (GT): Same as Flail. Velocity (SD): Overhauled; still retains its original role as a high-speed missile plane. Hard difficulty, adventure difficulty 30. Anguish (TG): Updated CA parameters. Spite (TG): Updated scuttling. Spear (OW): Fixed duplicate airpumps/connection logic. Umbra (LH): Now classified as a submarine Banshee (SS): Fixed missing glass block. Damacy (GT): Fixed side turret rotation. Peacekeeper (SD): Retired, awaiting rework. Corsair (DWG): Deco fixes, added turret ring. Shrike (DWG): Paint update, added steam jets for more velocity, updates to tail section. Bulwark (OW): Removed scuttling tag from turrets, causing it to scuttle when one primary turret was destroyed. Harasser (WF): Harasser has been retired from Neter and remade as a new craft for AotE. Details will be in AotE section. Piercer (WF): Fixed scuttling issue involving material storage. Jealousy (TG): Internally redesigned to be cheaper PAC tuning. Satisfaction Swarm (TG): Added OoC scuttling for drones. Cherenkov (LH): Removed disconnected missile parts. Exadyne (LH): Fixed frontal turret being disconnected. Impedance (LH): Removed unneeded laser transceivers, filled in holes around the cockpit, fixed glass aesthetic near the stern. Asphodel (SS): Updated Penguin subspawn with propellers over old dediblades. Gannet Squadron (SS): Added OoC scuttling. Kitakami (SS): Updated Penguin subspawn with propellers over old dediblades. PredatorX (SS): Updated with thrust vectoring, removed side thrusters. Improved EMP insulation, added Breadboard for previous ACB functions. Fixed missiles not firing properly. Spectre (SS): Fixed a few holes due to deco conversion from decos. Typhoon (SS): Reduced minimum altitude so that its missiles could breach the surface properly. Optimized missile ranges. Valiant (SS): Updated Penguin subspawn with propellers over old dediblades. Damacy (GT): Fixed firing arc of primary cannon as well as problems with maneuvering and armor. Alterations to some weaponry. Lamprey (GT): Redesigned; a hunting ship turned warship with a potent cannon to shoot at ships (and sea monsters theoretically) alongside complimentary weaponry. Difficulties unchanged. Lore added. Carnage (SD): Aesthetic improvements, including gimbal thrusters. - All designs through Neter, AotE, and Glao should have updated collision avoidance settings (Christmas campaign will get a passover in the near future). Note that there may be some mistakes with the parameters, which can be updated based on feedback. However, craft intended to ram should at least try to ram properly. If designs aren't behaving as intended, please report it to the unit-design-bugs channel on Discord. [AotE] Dust Chopper (DWG): New DWG bike unit; a small, fast, agile unit with a powerful missile. Adventure difficulty 5. Smuggler (DWG): New DWG tank; a monosider with a mixture of cannons and missiles. Adventure difficulty 25. Tuareg (DWG): Entirely overhauled; a large mobile base with a large assortment of weaponry alongside 2 Copperheads and 2 Dust Choppers accompanying it. Will be updated with adventure difficulty once validated. Longhorn (OW): Overhauled and added back to active roster; an aggressive, ramming tank. Have you ever had a castle drive into you at over 80 m/s? Adventure difficulty 60. Sand Raider (DWG): Fixed resting drive on wheels to be 0, this way it'll actually stop when not AI controlled. Bison (OW): Rebuilt; now functions as a broadsider with its top turrets removed and replaced with a crossbow missile turret. Bombard (OW): Minor paint aesthetic update. Ember Forge (OW): The land version of the Ember Forge has been overhauled with a beautiful aesthetic update, alongside some light firepower to fend off attackers. The Neter fortress version may receive an update in the near future. Lucerne (OW): Reworked to now be a frontsider with a large cannon barrage. Harasser (WF): New "tank" unit: A fearsome bike with a rapid-fire cannon and a tactical nuke lance. Adventure difficulty 20 with low deviation. Ravager (WF): Overhauled; an intimidating tank with a high top speed, a slew of varied weaponry, and if looks could kill, your next visit would be the Flayed God. Adventure difficulty 80 with high deviation. Atreides (SE): Replaced the crude fans of the subspawn with propeller hubs. Overseer (OW): Overhauled and reintroduced to the active roster. Does it fire a massive cannon shell, or is it a missile? You decide! - Player designs should no longer spawn on the main menu. - Fixed a "too high" scuttling problem for various land designs (and their subconstructs) - All AotE designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing. [Glao] Emerald (OFD): Now properly spawns in the air. Whoops. Helicopter (TRD): Removed dediblades, minor deco overlapping fixes. Likely slated a for a rename/rework in the future. Granite Squad (OFD): Updated to be faster, more aggressive, and with improved cannons. Obsidian (OFD): New plane which replaces the Bomber; a compact plane with a wavy movement pattern with missile arrays and an underslung turreted cannon. Quartz (OFD): New thrustercraft; similar in appearance to the Emerald, but goes all in on a powerful frontal plasma cannon. Conqueror (GI): New thrustercraft; a cannon-focused brute that outlasts foes with its heavy frontal armor and delivers a kinetic barrage in return. Gladiator (GI): New thrustercraft; similar in appearance to the Conqueror but sacrifices some of its cannon power for missile arrays. - All active Glao design bp files have been moved to their respective folders. Duplicates still remain in the main Glao folder which will be cleaned up in the near future. - All active Glao designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing.
Not sure what is going on but it seems steam sync related before I re-enabled it today. If you think you've lost your game data suddenly check this path: C:\Program Files (x86)\Steam\userdata\0\268650\ac\WinMyDocuments\From The Depths\Player Profiles I am unsure why this happened, but I have contacted Steam. Sorry for any inconvenience if this has happened to you.
Fixes: Multiplayer - Resource zones will now no longer be infinite in multiplayer if they've been set to be finite in the world editor. Fuel build UI - Same treatment the plasma one has had. Will gradually roll this out where its appropriate and possible to do. [Neter] Brigand (DWG): New carrier ship that deploys a helicopter and launches barrages of missiles at its foes from afar. Godly difficulty, adventure difficulty 30. Flail (GT): Minor deco update. Gog (GT): Deco fixes, minor block adjustments. ICBM (GT): Fixed a few disconnected CJEs, deco updates. Morningstar (GT): Same as Flail. Velocity (SD): Overhauled; still retains its original role as a high-speed missile plane. Hard difficulty, adventure difficulty 30. Anguish (TG): Updated CA parameters. Spite (TG): Updated scuttling. Spear (OW): Fixed duplicate airpumps/connection logic. Umbra (LH): Now classified as a submarine Banshee (SS): Fixed missing glass block. Damacy (GT): Fixed side turret rotation. Peacekeeper (SD): Retired, awaiting rework. [AotE] Dust Chopper (DWG): New DWG bike unit; a small, fast, agile unit with a powerful missile. Adventure difficulty 5. Smuggler (DWG): New DWG tank; a monosider with a mixture of cannons and missiles. Adventure difficulty 25. Tuareg (DWG): Entirely overhauled; a large mobile base with a large assortment of weaponry alongside 2 Copperheads and 2 Dust Choppers accompanying it. Will be updated with adventure difficulty once validated. Longhorn (OW): Overhauled and added back to active roster; an aggressive, ramming tank. Have you ever had a castle drive into you at over 80 m/s? Adventure difficulty 60. - Fixed a "too high" scuttling problem for various land designs (and their subconstructs) - All AotE designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing. [Glao] Emerald (OFD): Now properly spawns in the air. Whoops. Helicopter (TRD): Removed dediblades, minor deco overlapping fixes. Likely slated a for a rename/rework in the future. - All designs through Neter, AotE, and Glao should have updated collision avoidance settings (Christmas campaign will get a passover in the near future). Note that there may be some mistakes with the parameters, which can be updated based on feedback. However, craft intended to ram should at least try to ram properly. If designs aren't behaving as intended, please report it to the unit-design-bugs channel on Discord.
A few small changes added: Decorations, Added strategic antenna and dish piece to a conversion dictionary to retain any decos that used the old meshes. This would need to be applied to an old blueprint saved prior to 3.8.0. Collision Avoidance, Changed defaults to 5 and changed increments to 0.1. Collision Avoidance, Added warnings to routines that may be affected by collision avoidance to check collision avoidance settings.
A few small changes added: Decorations, Added strategic antenna and dish piece to a conversion dictionary to retain any decos that used the old meshes. This would need to be applied to an old blueprint saved prior to 3.8.0. Collision Avoidance, Changed defaults to 5 and changed increments to 0.1. Collision Avoidance, Added warnings to routines that may be affected by collision avoidance to check collision avoidance settings.
Stable 3.7.3 Simple weapons, It is now possible to remove a built-in shell type from the simple weapons UI [BUGS-4214]. Simple weapons, Removing a built-in shell type from the ammo controller UI will now be properly processed in the simple weapons UI. Simple weapons, Editing a deleted/destroyed shell type is not possible anymore. Plasma cannons, Build guide and prefabs added. Plasma cannons, Added short names for localisers. Plasma cannons, Weight of all plasma components halved. Plasma cannons, Fixed some descriptions. Plasma cannons, Damage variance increased to 70-115%. For most of testing it was 70-110% and later went down to 50-110% and then 20-120% (currently). 70-115 means smaller projectiles do slightly more damage and larger ones do slightly less. Originally didn't want to buff small since without overkill its very similar to APS and APS should be the default generic with plasma focusing on anti armour. After review though it was too in favour of large than small. Plasma cannons, Added damage falloff to tooltip. AI, Some textures and meshes have been changed to make them easier to identify. An alternate camera 90 mesh is available with a base plate. If you want to discuss these further please do so in the alphatest channel of the discord. I'll ask Alma to keep an eye out. Constructive only please. Typos, Many typos fixed, thanks for the reports. Blocks, Rubber poles weren't immune to collision damage like other rubber blocks.
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! Notes: 3.7.2 stable notes
3.7.1 Alpha Lots of under the hood changes to AI as well as some bug fixes. Nick is absent for the next 2 weeks and then I (Sean) will be absent for 2 and Alma is currently recovering so it'll be quiet for a little while following this. If AI mesh stuff throws a GUID error just hold down enter. Will clear it in a later update. Add: Ram behaviour, The ram behaviour now has a dropdown with 3 options for 3 different types of guidance. Direct, APN and Predictive. Direct is the old ram behaviour where it goes direct to the target. APN uses the APN missile guidance code to setup a line of sight to a target and then try to close in on it. Predictive tries to intercept the target by calculating where it should be in the future and closing on it at a cross point. APS CRAM, Resting azimuth added to APS and CRAM firing pieces/mantlets along with a warning about when a mantlet is misaligned with a firing piece. The warning appears on the firing piece. Changes: Ram behaviour, The various sliders in the ram behaviour UI now have larger values available in some cases to allow for things like disengaging the adjuster further away on very fast things. Traveling further away before reengaging etc. PointAt behaviour, New slider added for configuring the view cone to decide when to turn and face away to retreat. Set to 180 for reverse only. AI, All in one weapon controllers now accept physical connections as well as wireless connections. Fixes: Blockcounter, Fixed the blockcounter incorrectly calculating subsubconstructs. Missiles, Fixed a bug for a rare case where a rotation could be zero and therefore do nothing. AI, Fix to ship & tank maneouvre to allow 'reverse' when 'point at and maintain distance' behaviour is selected and the adjuster is set to 'air mode' and the vehicle needs to retreat to maintain distance. AI, Fix to encourage reversing land-surface and sea-surface paths to be formed when 'point at and maintain distance' behaviour is selected and the adjuster is set to 'on land' or 'on water' and the vehicle needs to retreat to maintain distance. AI, Fix to collision avoidance. There was a bug causing calculations to be wrong. Things can now also evade left right as well as up down. This still isn't perfect and we will try to refine it further. Manual, Updated the helicopter guide so that it doesn't reference dediblades anymore. Plate, Alloy and metal plate triangles now mirror correctly on a horizontal mirror. Poles, Pole hit calculations now use a perfect cylinder to calculate intersections rather than the quantised cylindrical mesh of the pole. Modding, Item duplicators can now define a class name override for the duplicate block. Turrets, Turrets and spinBlocks shouldn't be 'stuck' when trying to rotate at max speed and free to move when rotating slowly, the collision check with the mainConstruct is now more permissive. [BUGS-4146]
World files: Updated DWG with all of its intended corporations. They currently don't serve a purpose but will do so when DWG HQ layout is updated. Craft will be updated to proper corporations at a later date. [Neter] Marlin (DWG): Applied connection rules, adjusted terrain prediction time. Transient (SD): Completely remade; now classified as a spacecraft, retains its cargo carrier status; when attacked, broadsides from afar with a long-distance laser. Deimos (SD): Updated with interceptor decos, minor evasion tweaks, EMP-proofing. Anguish (TG): Redesigned; it's now a melee mech with a large sword using a laser cutter core. Removed "comment" annotation from Neter Adventure raft. Patchwork (DWG): Overhauled; still retains its original identity but has been modernized. Wanda (DWG): Updated cannon to be APHE, weakened missiles. Slight difficulty balancing tweaks to Adventure for some designs that could spawn as the first enemy when they shouldn't have. Removed LH Current and GT Weaver from spawning in Adventure (cargo craft) [AotE] Slight tweaks to early unit spawning for Adventure. [Glao] Granite Squadron (OFD): New fighter unit, replaces Fighter; 3 small fighter drones using burst APS. Fighter (OFD): Retired.
Fix Adventure, Trying to create/load a "structure" in adventure mode will instead spawn a "vehicle". Decorations, No longer possible to select other decorations when the mouse is hovering over the UI (this was unintended.) Rendering, Explosions should no longer end up accidentally occasionally rendering behind the sky layer / horizon layer. Separator, Built-in shell designs copy into separated vehicles, and shells referring built in designs that are in clips no longer disappear on separation. Munition Decorator, Removed EMP invulnerability. Gone to Sea, Fixed character textures in linux. Add Blocks, Added 2m and 3m versions of the 4m beam-slope block.
Not much to say other than check out the store page that contains all the information. Gone to Sea store page Adds 4 more characters: Sea Captain, sailor 1, sailor 2 and diver.
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. If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date. Glao has started actually being updated, thanks strider for managing that and to the builders! Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it. On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of. There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes! Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m. Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Adventure, Spawning now happens every 10 minutes as well as the other spawn types. Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly) Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km Map editor, Removed unused HQ settings from the map editor Fix Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Decorations, The decoration widget position and scale values are now rounded to 5 decimal places Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50% Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100] I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards. Campaign blueprints: [Neter] Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version. Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing. Loggerhead (DWG): Paint/deco updates. Wanda (DWG): Deco updates. Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added. Airship Gantry has been given the Hoplite to possibly spawn as well. Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out. Abactor (DWG): Prowler (DWG): Retired from campaign and adventure. Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions. SmokerSM (DWG): See above. Tortuga (DWG): Moved to expert difficulty. Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions. Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality. Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected. Defender Turret (TG): Redesigned, retains similar functionality. - As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure. - More, if not all cargo craft have had their spawn rate removed in Adventure. Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes. The Repentance (WF): Deco missiles, slight optimization. Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament. Thresher Shark (SS): No design changes, fixed some typos in its lore. Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue. Impedance (LH): Fixed up-props not working. Astraeus (SD): Miscellaneous fixes and slight shape improvements. Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone. Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little. [AotE] Sand Viper (DWG): Fixed missing armor, added missing paint. Black Mamba (DWG): Increased difficulty for Adventure. Cataphract (WF): Completely redesigned. Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament. Bombard (OW): Redesigned and refit to standards. Oxen: Complete overhaul to get it up-to-date. Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes. Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance! [Glao] Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker. Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control. Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles. Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret. Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon. Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon. Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret. - "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets. - At a later time the stationary turrets will be spread out to defend RZs and map locations as well.
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. If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date. Glao has started actually being updated, thanks strider for managing that and to the builders! Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it. On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of. There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes! Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m. Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Adventure, Spawning now happens every 10 minutes as well as the other spawn types. Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly) Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km Map editor, Removed unused HQ settings from the map editor Fix Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Decorations, The decoration widget position and scale values are now rounded to 5 decimal places Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50% Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100] I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards. Campaign blueprints: [Neter] Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version. Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing. Loggerhead (DWG): Paint/deco updates. Wanda (DWG): Deco updates. Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added. Airship Gantry has been given the Hoplite to possibly spawn as well. Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out. Abactor (DWG): Prowler (DWG): Retired from campaign and adventure. Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions. SmokerSM (DWG): See above. Tortuga (DWG): Moved to expert difficulty. Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions. Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality. Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected. Defender Turret (TG): Redesigned, retains similar functionality. - As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure. - More, if not all cargo craft have had their spawn rate removed in Adventure. Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions. Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes. The Repentance (WF): Deco missiles, slight optimization. Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament. Thresher Shark (SS): No design changes, fixed some typos in its lore. Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue. Impedance (LH): Fixed up-props not working. Astraeus (SD): Miscellaneous fixes and slight shape improvements. Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone. Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little. [AotE] Sand Viper (DWG): Fixed missing armor, added missing paint. Black Mamba (DWG): Increased difficulty for Adventure. Cataphract (WF): Completely redesigned. Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament. Bombard (OW): Redesigned and refit to standards. Oxen: Complete overhaul to get it up-to-date. Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes. Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance! [Glao] Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker. Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control. Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles. Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret. Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon. Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon. Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret. - "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets. - At a later time the stationary turrets will be spread out to defend RZs and map locations as well.
Adventure Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m. Enemies now spawn every 10 minutes in addition to the spawns based on moving around. The 'hunter fleet' spawns based on sitting still for too long have been disabled. Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed
(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build) Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Adventure, Spawning now happens every 10 minutes. (There'll be a block added soon that you can interact with to spawn more enemies when you like.) Fix Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build) Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Fix Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
Hills have 20% less variance (they are flatter) Things spawn in at 3km instead of 5km The starter car got an upgrade
Hello everyone, Stable build 3.6.1 is here. A lot of bug fixes and a few major items. Land Adventure mode is here! You can now take to the hills in Ashes of the Empire in a land adventure mode. If you've never been in ashes before you can find the planet in the content menu. Just click on it. To help with this there have been a load of land based bugs fixed and the addition of the articulated chair. This chair eliminates camera roll and pitch and can be fine tuned by press Q on it. Missile decorations are here! Click on the missile decorator in the missiles tab. Place it anywhere, add decorations to it. (Make sure and adjust the number of elements to the size of your missile.) Give it a name. Press Q on a missile launchpad of your choice and select the named decorator to apply it to the missile. Yes this can get extremeley wacky so have fun! Also in the land of decoration a new widget has been added that can make editing them a bit visually easier. You'll see arrows appear on the 3 axis that you can click and drag. Change mode by right clicking. Patch Notes Additions: Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire'. Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner. Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string. Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output. Editor, Added effective health to the design inspector in the planet editor. Land, Some improvements to the spawning of terrain to ensure it is present for vehicles. Anime DLC, Intelligence officer Yuka added to SS character anime DLC package. Chairs, Added a self-stabilising chair version that can stabilise roll and pitch. Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath them. Decorations, You can now decorate your missiles using a new 'munition decoration' block in the missiles tab. Decorations, There is now a widget for editing decorations. Fixes: Anime DLC, Sakura left hand turret holding orientation fixed. Anime DLC, Shaders changed for anime characters so that they are better lit at night. Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases. Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame. Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials. Propulsion, All propulsion block yaw/pitch angle changes are smoothed out (takes 0.25s to go from 0 to max, same as the rate added for ACBs in 3.5.0). Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Canceling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create. Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone. Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines. Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging. Wheels, Fix to vehicles catapulting into the sky (due to first frame wheel forces) when spawned on the terrain. Breadboard, Fix to block to block copy paste for breadboards. Decorations, The lighting of scaled and rotated decorations is now correct (error in the calculation of their normal angles.) Adventure, Old adventure mode saves will now allow the external camera controls, just like new adventures do. Blueprint block search, Now correctly searches through subobject chains as well as the main construct. Changes: Fuel engines, Power output of all fuel engines increased by ~3.8%. Steam, Added ~8% loss to crank generators.
Hello everyone, Stable build 3.6.1 is here. A lot of bug fixes and a few major items. Land Adventure mode is here! You can now take to the hills in Ashes of the Empire in a land adventure mode. If you've never been in ashes before you can find the planet in the content menu. Just click on it. To help with this there have been a load of land based bugs fixed and the addition of the articulated chair. This chair eliminates camera roll and pitch and can be fine tuned by press Q on it. Missile decorations are here! Click on the missile decorator in the missiles tab. Place it anywhere, add decorations to it. (Make sure and adjust the number of elements to the size of your missile.) Give it a name. Press Q on a missile launchpad of your choice and select the named decorator to apply it to the missile. Yes this can get extremeley wacky so have fun! Also in the land of decoration a new widget has been added that can make editing them a bit visually easier. You'll see arrows appear on the 3 axis that you can click and drag. Change mode by right clicking. Patch Notes Additions: Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire'. Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner. Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string. Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output. Editor, Added effective health to the design inspector in the planet editor. Land, Some improvements to the spawning of terrain to ensure it is present for vehicles. Anime DLC, Intelligence officer Yuka added to SS character anime DLC package. Chairs, Added a self-stabilising chair version that can stabilise roll and pitch. Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath themChairs, Added a self-stabilising chair version that can stabilise roll and pitch. Decorations, You can now decorate your missiles using a new 'munition decoration' block in the missiles tab. Decorations, There is now a widget for editing decorations. Fixes: Anime DLC, Sakura left hand turret holding orientation fixed. Anime DLC, Shaders changed for anime characters so that they are better lit at night. Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases. Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame. Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials. Propulsion, All propulsion block yaw/pitch angle changes are smoothed out (takes 0.25s to go from 0 to max, same as the rate added for ACBs in 3.5.0). Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Canceling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create. Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone. Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines. Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging. Wheels, Fix to vehicles catapulting into the sky (due to first frame wheel forces) when spawned on the terrain. Breadboard, Fix to block to block copy paste for breadboards. Decorations, The lighting of scaled and rotated decorations is now correct (error in the calculation of their normal angles.) Adventure, Old adventure mode saves will now allow the external camera controls, just like new adventures do. Blueprint block search, Now correctly searches through subobject chains as well as the main construct. Changes: Fuel engines, Power output of all fuel engines increased by ~3.8%. Steam, Added ~8% loss to crank generators.
Fix: Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging Add: Land, Some improvements to the spawning of terrain to ensure it is present for vehicles Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath them Change: Fuel engines, Power output of all fuel engines increased by ~3.8% Steam, Added 8% loss to crank generators Draba: "Goal is mostly to reduce block count and nudge the larger blueprints towards M/L steam"
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. Betatest 3.6.1 Fixes: DLC, Sakura left hand turret holding orientation fixed. DLC, Shaders changed for characters so that they are better lit at night. Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Cancelling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines Additions: DLC, Intelligence officer Yuka added to SS character anime DLC package (yes keyboard warrior sleuths its middleware. Put down your magnifying glass and stop writing your novel.) Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire' World Editor, Added effective health to the design inspector in the planet editor
[previewyoutube=m8P9gemB2zs;full][/previewyoutube] Hey Depthians! Well that was the quickest betatest ever. Steam got back to us really quick with test keys and we are now able to set the animation and first character set (Rin and Sakura) live so beta has had to go to stable. Other character sets will follow as we get them ready. These updates can really breathe some life into your builds and as you can see by the trailer movie you can really go wild and make some machinima! The documentation to add your own will follow at a later date, quite simply we are getting ready for Christmas with our families and we've set this live just now so you can play around with it over the holidays. We can and will expand upon it we just need to know what it is you want and need, there'll be a channel in the discord for discussion and requests. Certainly if you look on mixamo, we can add in any animations there fairly easily in any future updates. Have a great Christmas and New Year those who celebrate and others have a great couple of weeks! The team will now be absent for a few days at least to spend time with our loved ones. (Though we'll keep an eye out for anything major that may pop up.) Have a good one! DLC Link Stable 3.6.0 Fix: Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878] CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080] Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value Add: Tracks, It is now possible to configure the tracks thickness Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels Tracks, It is now possible to reset the axle length of all the wheels in the track to 0 Tracks, It is now possible to add an offset to the axle length of all the wheels in the track Tracks, It is now possible to override the track material per track Wheels, It is now possible to set a coefficient to the wheel's width Wheels, It is now possible to set an offset to the position of the suspension's spring attachment Change: Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired Tracks, Tracks now have a uniform width, even if the wheels do not have the same width Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored
Have a great holiday period! There is a Christmas campaign created by a small army of elves led by Melch. Help Santa retake the North Pole from South Pole backed elf separatists! This could've been bigger if there had been more helpers, we can maybe build upon it going into January if people see this and want to help. Access it on the content menu. Thankyou Elves and Santa! Gladyon has extensively changed the wheel algorithms and what you can all change on them. Animation DLC stuff is coming we are just waiting on Steam giving us some test keys and okaying everything. Betatest build: Fix: Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878] CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080] Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value Add: Tracks, It is now possible to configure the tracks thickness Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels Tracks, It is now possible to reset the axle length of all the wheels in the track to 0 Tracks, It is now possible to add an offset to the axle length of all the wheels in the track Tracks, It is now possible to override the track material per track Wheels, It is now possible to set a coefficient to the wheel's width Wheels, It is now possible to set an offset to the position of the suspension's spring attachment Change: Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired Tracks, Tracks now have a uniform width, even if the wheels do not have the same width Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored
Steamworks, Upgraded from Steamworks 1.51 to Steamworks 1.53. This will allow mac computers with m1 chipsets to connect to Steam Stability, High stability increases munition warner range by up to 20%, instead of 10% Cannon hit rate, CRAM and APS cannon tooltips now have a line for shots fired, shots hit and hit % Cannon hit rate, A hit is a direct hit on a construct/shield/missile/CRAM shell, explosive damage on missiles or timed fuses triggering close to constructs Sound, Added a slider to the sound tab for adjusting the volume of in-game speech, such as in the tutorial APS, 3m heavy barrel is now different from the 3m regular barrel
Update for Mac users to steamworks 1.5.3 which resolves issues launching the game with M1 silicon ARM_64 chips
Fixes: CJE : [BUGS-4002] Pusher preset, Turner preset etc now work correctly with CJE with thrust direction changed by exhaust routing. Blocks : [BUGS-4014] drive maintainer UI now displays correctly, allowing selection of the stim drive to control and manual setting of the value. Data : Fixed an issue that stopped empty strings from being saved as empty (they would return to default values. Podium : Fixed an issue with copy paste of some podium breadboard components. Podium : IK positions coming from two different breadboard components trigger a lerping change in the animator rather than a jump of position. Projectiles : Fixed an issue where complicated scenes would result in projectiles not moving as fast as they should and thus triggering timed fuses early, and potentially missing fast targets. Tutorials : Fixed the AI deep dive tutorial. UI : Use of the toolbar no longer causes a one frame screen flicker. Toolbar usability improvements such as responding to being clicked on being linked to configurable key map entries.
What is up Depthians! A massively, massive update to the Stable branch that holds roughly 8 months of tweaks, fixes and new additions! Before we get started tho, if you do run into crashes, things not working correctly or not displaying correctly make sure you are not running any mods, that your mod folder is empty and that you are not subscribed to any mods on Steam. If you have problems with launching or the game crashing: [olist]
Hey Depthians! Our Alpha test branch has now moved to the Beta stage and after further testing for a few days shall move on to the main stable build :) Unfortunately there as there are too many pics for Reddit and too many characters for Steam you can check out the Beta notes here : https://fromthedepthsgame.com/beta-3-5-5/ Thanks
What is up Depthians! Another dose of bug fixing :)
What is up Depthians!!
While this update does focus more on a number of bug fixes and tweaks, we also have a new feature that is still a WIP.
We will be setting up the APS system to allow users to create inbuilt shells without placing cusomisers.
You can access the new APS shell setup by pressing Q on a turret, APS tab and then clicking on Access intakes. Please note this is a WIP so for now there is no need to create bug reports for this system.
What is up Depthians! Another sweet update being propelled to you epic people! Numerous changes, tweaks, bug fixes and new features! Before we get into the changes we need to point something out for you good peeps that have been running the Alpha test. Positive/Negative force axis code has changed for custom rudders so if you made anything in alpha using them you should check their yaw/roll/pitch inputs.
Hey Depthians! A quick little hotfix for the 33 separator block. The 33 separator attachment was incorrectly designated to be a separator block (not an attachment block). The 33 separator block had a bug meaning it would not properly separate if it had multiple blocks attached to it.
Hey Depthians! This little hotfix addresses a few issues with the new camera movement as well as changes to the way ducts work. Ducts will no longer be watertight or airtight unless a propulsion block is directly behind them leaving no gaps to the hull, or "roomed off" if you wish to have your propulsion further behind the duct.
What is up Depthians! A quick little hotfix. Throughput pipe fix and localisation fixes to inventory name overrides.
What's up Depthians!
A quick little hotfix that addresses some small issues with the new camera system, we also added nicer transitions when swapping camera views.
If you do not like the transitions you can set the camera transition time to 0 from View & Control.
In the current stable update, we have incremental garbage collection turned off. This may have affected some PC builds differently due to different configurations of hardware (GPU/CPU).
We are trying to find out which method will be best for the player base by having IGC off or on.
In this current beta build we will reinstate IGC, as we are interested in whether the game is more stable with IGC off or on. For example: Is the game crashing more often with IGC on? Is the game freezing less with IGC on compared to the current stable?
If you see more crashes, firstly please ensure you are not running any mods no matter how insignificant you think it may be. You can then create a bug ticket here attach the log file from your FTD profile to the ticket:
Default is: C:\Users\yourprofile\Documents\From The Depths\Logs
Your player.log file from:
C:\Users\yourprofile\AppData\LocalLow\Brilliant Skies\From_The_Depths
The crash dump from:
C:\Users\yourprofile\AppData\local\CrashDumps
Please also include a description of what you were doing when it crashed thanks!
What is up Depthians!
This build has a number of tweaks, fixes and some new additions.
We are also pleased to say that the game now fully supports Russian localisation, however, if you feel that something is incorrect please let us know.
With the update to the Unity engine in 2021 and after reviewing a number of crash reports, we decided to turn off incremental garbage collection. This should resolve some from games crashing.
The Animation block has had a few new additions as well as breadboard. This will allow you more customisation and animation via any triggers that you wish to use with the Droid model.
These functions will allow you to manipulate bipedal model limbs that use IK, as well as choosing one of the preset animations.
You can also adjust the size of the model via the animation block UI, choose a pose / preset animation from the large selection via the dropdown list.
The standard droid is fully functional with the animation block and breadboard. We will be releasing more models as DLC in future, which will also allow you to use custom bipedal models that have a propper IK setup.
If you feel that something in the changelog needs explaining further let us know in the comment section or DM me Jon in Discord.
Hey Depthians! A small update for those in the alpha test build
What is up Depthians! This build has a number of tweaks and fixes. We have also turned off incremental garbage collection to see if it helps with some stability issues. If you feel that something in the changelog needs explaining further let us know in the comment section or DM me Jon in Discord.
What's up Depthians! This update focuses on further physics fixes, quality of life improvements, and polishing the recent changes.
If you are in beta_test branch please move to the new alpha_test branch in the next 24 hrs. beta_test will soon be required for testing the next stable release so we have created alpha_test branch to test new experimental features. Going forward all experimental features will go to alpha_test and beta_test will be reserved builds heading shortly to stable. These changes will take affect at noon GMT on the 15th of February.
What is up Depthians! This update brings numerous changes and tweaks to blocks such as propellers, steam cranks, custom control surfaces, drills, hydrofoils, and rams.
What is up Depthians! A few bug fixes and tweaks for you to enjoy before we put this into stable hopefully this week :)
What is up Depthians! A few bug fixes and tweaks for you to enjoy before we put this into stable hopefully this week :)
What is up Depthians! From all of us at Brilliant Skies, we hope you have all had an epic start to the new year and continues to be truly epic! We released 3.4.1 to stable which includes 3 new fixes from beta. Which is:
What is up Depthians! Some fixes before the holidays :) and we all wish you all the best for the new year and many more to come!
What is up Depthians! A quick little update which was mainly directed towards people who were having issues as they had an AI control module set to basic/none but also had an AI PID block "enabled" for that controller. We have also fully translated the game to Chinese! :D
Hey Depthians! Sorry for being a little late getting the Xmaslogs out. :p We are really happy that we have nearly finished the Chinese localisation, which should be complete this December. Few fixes and tweaks for you all to enjoy.
What is up Depthians!! xD
Before we set sail into the depths of this MASSIVE update list/post/wall of text, we feel that we need to point out a few things first.
If you start to see a black screen when you launch the game, please remove mods.
Our merch is on sale with 50% off until the end of January !! Check out Borderwise upload here if you want to see the merch.
[previewyoutube=oa9KK14JXh4;full][/previewyoutube]
We updated to unity 2020.3.22 and due to this the FTD boot-up process now begins in the launcher and is more multi-threaded and concurrent, so it should take less time to boot the game up.
FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary.
We have fixed numerous multiplayer issues, however, there may be still some left, so as always feel free to poke us with them on our bug tracker page. https://brilliantskies.customercase.com/forums/bug-tracker
As we have updated to one of the most recent Unity engines, you may see that your lighting in-game has changed. This has confused some players that were on Beta into thinking the graphics/textures have changed which is not the case.
So if you can see that your lighting is duller or brighter in-game, you will have to pop back into your options and set the levels to your liking.
We have also released an alternative avatar, the Droid! This also comes with an animation block where you can animate him manually or through the breadboard. You can swap avatars by hitting Z and checking the avatar tab.
We have heard your prayers and added the full set of corner slopes for applique.
However, time to get to the bulk of this update... Diplomacy! As well as some more new features.
When you first set out on your campaign run, and pop into map view you will see a timer.
This timer will be running after each council meeting where you will decide who to go to war with or make peace with for the duration shown in this UI until the next campaign season starts in X hours. Each option lists out the changes in the relationship with the factions and all the options will be different each time while keeping in mind that the stronger you get the more factions you will be at war with! In this screenie, we can see that we can have total peace for 2 hours at the cost of 3,752 commodities.
Some options will have rewards like the second example below, we can go to war with the DWG, have peace with all the other factions, and have a sweet little reward in commodities. Commodity rewards/costs are affected by the difficulty level that you select. Please note that there may be some factions that simply do not want to have peace with you! So you cannot keep bribing them for world peace each meeting.
You will also see a mini-map showing you the territory where the factions are. In this case, its showing us our territory in yellow and the DWG territory in red as they will be our enemy should we choose this option.
So remember that with more enemies and fewer allies you will get more commodities and with higher difficulties, you will get fewer commodities.
The AI is has had another upgrade too, such that allied factions will be working together and better grouping.
You will also be able to have a secret meeting as your fleets will trigger a secret emergency meeting when they stay near allied/neutral resource zones, or inside non-border tiles of neutral factions, for more than 120 seconds. In a secret emergency meeting, the offending nation and all their allies declare war against the players faction.
Another sweet addition to this update is the clampy feet, which will help us make mechs without the need for thrusters to assist.
We have also added new features to decorations that allow you to hide the block that the tether is created on. Lets say you had a fancy pipe decoration, and you also set its color within the decoration UI which is also a new feature. However, its being covered by the block that its tethered to, as you can see in the first screenie.
Simply click Hide original mesh and poof that nasty block that was covering your beautiful spam of decorations is now gone, but not really gone as its collision mesh is still there and will ofc take damage, die, and fall off. We can also turn off that noisy wireframe too which is another sweet addition brought to you by our ever awesome Weng! (but it was all my idea I swear!)
The V menu / Construct information UI has had a few tweaks, and as you can see we can now swap block types. Select which material you want to change from EG Alloys with a specific color or Any color which would select all Alloy blocks and change them to all metal if you wish.
We have some new additions such as a suspension spring mesh for our wheels (visual only), and before you roll off your seats with excitement we also have anti-roll bars for our land constructs!
Note that the center attachment point of the wheels is in line with the roll bar.
If this has not got you all hot and steamy, yes you guessed the next poor pun is about steam fixes and tweaks xD
Before you decide to separate my hands from my keyboard, we have separation blocks 1x1, 3x3, and also a 1x1 docking station! xD
You will need to set a few parameters before attaching the drone via the separation block as the options you choose will be saved to the drone that is attached, and any future changes you would need to detach the drone first before they take effect.
Before we get into the settings we should / could use a docking station on the mothership per drone. This will help us align the drones attachment block to the motherships attachment block, and lets not forget that most motherships may be on the move which is why the docking station would be needed as the separation block currently only has a 10m range. We may also need an origin block on the drone as the docking station pulls from the center of mass of the drone, so by installing an origin block the dock will use that as its center point. The origin block can be placed anywhere deep inside the hull, just make sure that its inline and behind the attachment (red blocks in pic).
Firstly hit "Q" on the separation block and choose how you want the drone to be detached. In order for our drone to have its attachment point flush with its hull and also for the mothership, we need to select "Attached and in front", else you will be notified that the drone cannot be detached.
You will need to decide if you want your drone to use its propulsion while attached, from "Extra". You will also need to state whether you want this to be rebuilt once detached or not by ticking "Permanently remove", this gives you the option to rebuild the missing blocks from the mothership allowing you to keep spawning multiple copies of the drone, which will be built by Rambot or repair drones, not tentacles.We also suggest giving the drone a name in the "Vehicle Settings" of the separator control UI.
Some things to note:
What is up Depthians! Quick and cheeky little update
What is up Depthians! Some more bug fixes and tweaks :) As always with any release, if you do see something not quite right then please send us a bug report here: https://brilliantskies.customercase.com/forums/bug-tracker Please send us an example blueprint showing only the components needed to replicate the issue. If it is a campaign issue send us a save file shortly before the problem shows its self. You can find the save file here: C:\Users\YourUserName\Documents\From The Depths\Player Profiles\PlayerProfileName\Saves.
What is up Depthians!
Another round of bug fixes, however, we have also released an alternative avatar, the Droid! This also comes with an animation block where you can animate him manually or through the breadboard.
We have also added the corner slope blocks for the applique slopes !! YES, the others will be added too for each size of our applique slopes.
What is up Depthians! Some more bug fixes from the tickets you good peeps have been sending in xD You will see that your lighting has changed in-game. Unfortunately, you will have to pop back into your options and set these up to your liking. We are currently gathering info from people on Discord, but feel free to leave a comment in Reddit or Steam with a link to your lighting settings and a screenshot of a construct/s in morning/afternoon/evening/night. We are trying to find a common ground to set as a default setting.
What is up Depthians! As always, back with more fixes and goodies. We are happy to point out that From The Depths, now uses Steam Networking so this should resolve some issues people had in the past, but as always please send us any bugs here: https://brilliantskies.customercase.com/forums/bug-tracker . Leave us a small example blueprint if its component related rather than the full 1 million volume construct :p. Please also include the output log. If it's campaign issues send us the save file hopefully shortly before the issue happens and all the info needed to recreate any of the problems you encounter. Save files can be found in C:\Users\YourUserName\Documents\From The Depths\Player Profiles\PlayerProfileName\Saves.
What is up Depthians! Another round of bug fixing, tweaks, and some additional features. We shall explain any functions/features etc fully in the stable release, however, please feel free to ask about anything in the notes that you feel needs explaining. We would also like to point out that we updated to unity 2020.3.22 and therefore the FTD boot-up process now begins in the launcher, and is more multi-threaded and concurrent, so it should take less time to boot the game up. FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary. We have fixed a number of multiplayer issues, there may be still some left so as always feel free to poke us with them on our bug tracker page. https://brilliantskies.customercase.com/forums/bug-tracker
What is up Depthians!
We are pleased to kick off the long-awaited diplomacy update to beta! As well as numerous bug fixes, tweaks, and some new features.
Let us try and be diplomatic about this update and start there :p
When you first set out on your campaign run, and pop into map view you will see a timer.
This timer will be running after each council meeting where you will decide who to go to war with or make peace with for the duration shown in this UI until the next campaign season starts in X hours. Each option lists out the changes in the relationship with the factions and all the options will be random each time while keeping in mind that the stronger you get the more factions you will be at war with! In this screenie, we can see that we can have total peace for 2 hours at the cost of 3,752 commodities.
Some options will have rewards like the second example below, we can go to war with the DWG, have peace with all the other factions, and have a sweet little reward in commodities. Commodity rewards/costs are affected by the difficulty level that you select.
You will also see a mini-map showing you the territory where the factions are. In this case, its showing us our location in yellow and the DWG territory.
So remember that with more enemies and fewer allies you will get more commodities and with higher difficulties, you will get fewer commodities.
The AI is also undergoing another upgrade too, such that allied factions will be working together and better grouping.
You will also be able to have a secret meeting as your fleets will trigger a secret emergency meeting when they stay near allied/neutral resource zones, or inside non-border tiles of neutral factions, for more than 120 seconds. In a secret emergency meeting, the offended nation and all their allies declare war against the players faction.
On to a frequently requested feature is better feet to make mechs without the need for thrusters to assist, and we are happy to say YES! However in this current beta they are still being worked on! So remember Clampy Feet = WIP.
We have also added new features to decorations that allow you to hide the block that the tether is created on. Lets say you had a fancy pipe decoration, and you also set its color within the decoration UI which is also a new feature. However, its being covered by the block that its tethered to, as you can see in the first screenie.
Simply click Hide original mesh and poof that nasty block that was covering your beautiful spam of decorations is now gone, but not really gone as its collision mesh is still there and will ofc take damage, die, and fall off. We can also turn off that noisy wireframe too which is another sweet addition brought to you by our ever awesome Weng! (but it was all my idea I swear!)
The V menu / Construct information UI has had a few tweaks, and as you can see we can now swap block types. Select which material you want to change from EG Alloys with a specific color or Any color which would select all Alloy blocks and change them to all metal if you wish.
What is up Depthians!
Before we get into all the goodies, I feel that I need to share the following.
As most of you probably know by now that Nicks daughter is seriously ill, which is why there has been such a long gap between updates and I am sure you would agree that family comes first. So far the news has been positive and treatment is underway.
With that out the way let us spring into action and go over this update, as we have some new additions such as a suspension spring mesh for our wheels (visual only), and before you roll off your seats with excitement we also have anti-roll bars for our land constructs!
Note that the center attachment point of the wheels is in line with the roll bar.
If this has not got you all hot and steamy, yes you guessed the next poor pun is about steam fixes and tweaks xD
So before you decide to separate my hands from my keyboard, we now have the separation block! xD Which is truly awesome yet needs some explaining for the current beta.
At the moment we have 11 separation blocks and you will need to set a few parameters before attaching the drone as the options you choose will be saved to the drone that is attached, and any future changes you would need to detach the drone first before they take effect.
Before we get into the settings we should / could use a docking station on the mothership per drone. This will help us align the drones attachment block to the motherships attachment block, and lets not forget that most motherships may be on the move which is why the docking station would be needed, as the separation block currently only has a 10m range. We also need to ensure that the attachment blocks are not surrounded by other blocks (for now) and we may also need an origin block on the drone as the docking station pulls from the center of mass of the drone, so by installing an origin block the dock will use that as its center point. The origin block can be placed anywhere deep inside the hull, just make sure that its inline and behind the attachment (red blocks in pic).
Firstly decide if you want your drone to use its propulsion while attached. You will also need to state whether you want this to be rebuilt once detached or not, this gives you the option to rebuild the missing blocks from the mothership allowing you to keep spawning multiple copies of the drone, which will be built by Rambot or repair drones, not tentacles.We also suggest giving the drone a name in the Vehicle settings of the separator control UI.
Some things to note:
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!! As the only new addition to Stable from 3.2.9 Beta, is that you now must use Breadboard to control your constructs as we removed the AI behaviour and manoeuvre cards, nothing else has changed from Beta to Stable. So the following notes are a copypasta from Beta. In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features. In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes. We also go talk about some news at Brilliant skies for the next month or so. https://youtu.be/sA-v_b9NYG4
What is up Depthians!! In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features. In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes. We also go talk about some news at Brilliant skies for the next month or so. https://youtu.be/sA-v_b9NYG4
Hey Depthians! We had reports about missiles not despawning properly which needed to be squashed asap and therefore, you have some more bugfixes xD
Hey Depthians! We are looking into the issues pointed out about H thumper / reinforced missiles.
There'll be an update with some launcher changes later. Right now this had to go out to fix a bug with respawning crashing the game. (Localisation issue.) [BUGS-2989] changes to drones do not trigger the autosave of the mothership (now fixed)" [BUGS-1772] damage counters are synched to clients so clients can see how much damage they are doing" [BUGS-3023] blueprint spawner no longer counts each vehicle twice in the concurrently spawned vehicles" Fixed an issue in the spectate tab (when your avatar dies). Has caused some serious issues with respawning." Fixed an issue in the lobby where clients could still interact with options during the count down"
Hey Depthians! We are really sorry that a nasty bug got through in the last update which effected Mac OS. We have totally squashed that bug in this hotfix, as well as implementing a means to browse the Breadboard screen much easier.
Hey Depthians!
Happy to release 3.1.9 stable, which incorporates Betas .6 .7 .8, which introduced a number of new functions for Breadboard, but before we get into the new stuff and things, we would like you to guess what this is.
We would also like to give you good peeps a basic explanation of each function, these are by no means for only playing sound.
To give you a basic example. You can set up your construct to listen to an event such as CRAM fired [yes/no] if yes change the AI to broadside: imagine a spinal mounted CRAM and when it fires you want the construct to turn and broadside for X seconds which X is the reload time and swap back to point at AI.
You can also set up a method that if a missile is reloaded, change the altitude of your submarine to surface, once its fired change the altitude to descend again and much more.
Event input listens to various vehicle events such as weapons being fired and outputs the value of events on a particular frame of the simulation.
The event input does not need anything attached to it as it listens to the events triggered from the construct itself after choosing one from the list.
Read without resetting to 0, toggle this to allow the value of the event to increase indefinitely rather than resetting once read. Useful for knowing the total amount of damage sustained.
Inspection period X seconds, the time between checks. On frames when its not checking it will output 0. A larger period can be useful for accumulating a larger sample of events (such as damage from an explosion).
Accumulator (with threshold), The first output is the sum of the first input over time. The second outputs is a trigger value of 1 when a threshold is reached. Reaching the threshold resets the counter.
The Differencer outputs the change in input since the last frame.
Threshold the first output is 1 when the input exceeds a threshold. The second output is 1 when the threshold is not exceeded.
You can set it to Trigger when above the threshold or untoggle for triggering when below the threshold
One shot will only pass a non-zero input to the output once. The output will be zero after this.
This would be used mostly when you want to play a sound once, or trigger an action once. Adding other components such as event input, threshold and playback(described further down) would allow you to play a sound or action once if you have a set of CRAMs firing. If you do not add the one shot then a sound would be played per CRAM fired. The threshold in this case would be the volume of CRAM fired.
Playback plays a sound clip when the first input is above 0. The second input can be used to adjust volume and the third can be used to adjust pitch. As you can see from the list on the right, we have many test sounds to choose from which were implement for testing as you can add your own sound clips using #tags as you can see from the centre section where we call up the sound #miho_start.
Any input above zero will play a sound file. The output link is used to snake playbacks together, such that you can have it play something and then between 3 and 5 seconds later play something else.
Random number outputs a random number between the two limits.
You can find the full list of sounds here https://drive.google.com/file/d/1TLbnQhohCAQpp3HbDiCF8WQATyYxLZ2o/view?usp=sharing
What is up Depthians! Some more of What is happening at Brilliant skies?. I think the first thing we should talk about is the voice pack that Nick put in the game for us to use via breadboard. Firstly this month we have had our Christmas holidays so most of the team were not around. In the meantime, Nick continued to pump out bug fixes and we still have a few members away that will be back with us in February. Quite a while back we had joked about putting shipgirl themed features in the game. This joke got out of hand quite fast and the shipgirl topic has continued to be mentioned for well over a year. During the Christmas holidays, Nick implemented a 120 voice pack in his free time, which can be used with triggers through breadboard. All this while everyone was chillax with the family, as he had enough of people bugging him about shipgirl themed content. So in regards to our latest beta update, we have spoken to a number of people who were upset with the latest beta update due to this voice pack which is a test bed for breadboard functions. There will be more added in future and different themes, so this is not solely anime content as it is being made out to be and the voice clips can be replaced with anything you want. We have also been looking into new avatars for you all to choose from. Themes would range from Sci-Fi, realistic Marine types, Steampunk, Anime, Cyborg etc We are going to continue to work on the new launch screen to fit better in terms of size during February. The reason we implemented this new launch screen is that in future we will have a language selector and we also noticed a number of common comments such as I didn't even know about the discord channel, which provides a lot of help to new and old players so we added shortcut links to our media sites etc The other reason is due to the fact that a lot of information is not read via the in-game news, such as repeatable bugs that you can avoid until we resolve, update posts, news posts and also top workshop builds. Continue with all the translation work, which we have nearly completed Russian and simplified Chinese, with many community members still active and contributing to DE, FR, JP, ZH, ES, SV, KR. Work has started on the coming separator blocks and more info on that in future xD . The next major feature is the diplomacy update, which Nick will be making a post about explaining features etc... The idea in February is setting up a testbed for space! Continue work on diplomacy, localisation, checking out collisions to hopefully make them less resource-intensive. Concepts and ideas for space factions, as well as the usual dosage of bug fixes as well as a number of other features and requests taken from our Steam suggestion section and our Request page. If you are reading this and saying Where is the roadmap? / Wouldn't it have been better to post a roadmap? The reason we are not posting roadmaps is due to a number of people saying we promised X which in most if not all posts with the roadmap I believe I made sure to say that all these are subject to change. The roadmap is a plan which we intend to follow, however, certain ideas can change throughout the implementation, or we simply feel that the function or feature just does not fit right and therefore removed or it could be put on the backburner to a later sprint. Lastly, a question to all you good peeps. Would you be interested in a build competition to build a space station something sci-fi as a fort?
Hey all :)
What is up Depthians!!
Happy holidays from all of us at Brilliant skies
Thanks to Ninjin_Ninja for this awesome xmas tree and giving himself a present :p
Beta Test v3.1.3 Came with the changes to warp drives, nothing much to explain, however, please read the changelog below.
3.1.4 gave us the new decorations which Ill leave the beta notes on that below for those of you that did not check the beta test out.
In addition to the two betas hitting stable we also have a new system for missiles, which ill jump right into! xD
3.1.5 brings us two new blocks that greatly effects the way we can launch missiles and more so cluster missiles! We have added a missile wireless transmitter and wireless receiver, which allows a missile controller to control several distant missile launch points.
This also allows us to make more sleeker wings and keeping the missile controller and local weapon controller inside our construct.
But thats not all!!!
Turrets and cluster missiles.
Did you ever want to make a crazy cluster missile on a turret? Well now you can xD
v3.1.3 Mimic 2.0, which we all need to call Decorations so that we are on the same page and not get confused.
Decorations are essentially mimics but have several key differences
they are free, have no volume, mass, health, armour buoyancy or any other physical effect
They are tethered to existing blocks, and you can have up to 32 of them connected to one block. If the block dies they go invisible to simulate the damage. When the block is repaired they re-appear.
They can be attached to barrels, dediblades and custom control surfaces and will move and spin with the barrel/dediblade/surface
The primary reason for adding them is to allow decorative constructs to be made without affecting the physical behaviour of the vehicle. There are only a few situations where a mimic is better than a decoration (e.g when you need a wood/metal/alloy cube but wanted it to look different you would use a wood/metal/alloy mimic). For most situations, a decoration would be more appropriate.
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.
What is up Depthians!!!!! We are really happy to release our new Mimic 2.0 to Beta Test, which we all need to call Decorations so that we are on the same page and not get confused. Decorations are essentially mimics but have several key differences
That is all that needs to be said.
What is up Depthians!
For those that have not checked out the beta test branch post for 3.1.2, a few things need explaining when it comes to the connection rules.
If you have been on our beta test branch then skip the following as its a total copypasta job xD and check out the changelog for any new additions/changes/fixes.
We listened to the feedback from 3.1.0 and put in this feature to help people build more freely.
This allows more freedom than ever before to plan out a build with a rough blueprint of disconnected pieces and then connect it all later. Pressing backspace in build mode de-activates the connection checks. You can then place anything literally anywhere. The connection checks will re-activate if you have been out of build mode for 30 seconds, or if a block is killed by hostile fire. You can save the vehicle with connection checks de-activated so that you can continue your disconnected building over several play sessions or save points.
The change also makes it so that the first disconnection check when a vehicle is loaded will not make blocks fall off but will simply mark them with a warning so that the player can enter build mode, disable connectivity checks, and fix the issues so that the parts never fall out. That change has been made so that we can be a bit more liberal with tidying up the connection logic of some blocks but not create a nightmare situation where the vehicle is loaded and then immediately just falls apart. Note carefully that many of the changes in the change list are for removing the connection surfaces of blocks so that in 3.1.1 some unlucky people are going to have a few designs that need to use this feature to save a few blocks from falling off.
We have also changed the way munition/laser warners and signal jammers work. They no longer need to be connected to the AI and the reason for this is that none of those parts made any usage of the AI mainframe as the munition warning manager and laser warning manager is specific to the vehicle, not an AI mainframe, so they have no reason to be coupled to an AI mainframe any more.
This allows player controlled vehicles without AI to make proper use of all countermeasures ( flare dispensers, interceptors and smoke, etc)".
I thought I should leave some basic instructions / demonstration in regards to the connection check, how to turn on off and what you should keep an eye on.
When you load up the designer mode, by default the connection check and rules are in place and therefore you would not be able to place blocks like the following pic.
In order to deactivate the connection rules, you will need to press "Backspace".
Anything you place that is not allowed, due to the connection rules would be coloured in Magenta and you will also see a warning to the left of your screen.
Once you reactivate the connection rules and you still have something connected that would potentially fall off, you will be warned.
If you come out of build mode, you will notice a timer indicating that the connection rules will be reactivated in X seconds and when it reactivates the Magenta coloured blocks will fall off, unless you pop back into build mode.
What is up Depthians!
It's about time for another What is happening at Brilliant skies post for December.
As most of you already know we had enforced the connection rule set for numerous blocks and with that, we had a lot of feedback. Therefore in Beta update 3.1.2, we added a new feature which I hope I explained well enough in the Beta patch notes. We also changed the way munition/laser warners and signal jammers worked so that they no longer need a direct or wireless connection to the AI mainframe, also explained in the Beta patch notes.
We have implemented the new huge missile parts in 3.1.2 so I do hope to see some epic screenies with a lot of marauders being turned into confetti.
The team is also working on tweaking up the way the warp system works which we should see hopefully in 3.1.3 if all goes well. Further details on that will be disclosed on release and this will most probably be in Beta before it hits stable.
Another new block that will hit From The Depths is the Spawn-o-Matic, which while it is mostly directed to help new players when spawning in designer mode to give them a little direction and not feeling overwhelmed. Rather than spawning on a raft, we should see a new default fort(you can the starting construct change to whatever you want), which will have this new block that will hold a number of craft ready to be spawned that a new player can check out and use as a reference when building their own crafts(land, air, sea surface, sub, hover, thruster etc..).
Mimic 2.0, this following new feature is going to be a massive change to the way mimicry works. For 3.1.4, we hope to release Mimics 2.0, in short, and a basic vague description for now. This new system will allow us to place a non-physical block that won't take up space nor add to block count on any block we choose. We get all the usual tool sets the current mimics have to select what we want mimicked distance in the usual directions, size, rotation and everything else. Once the block that this new mimic is tied to dies then ofc the mimicked object will also fall off, however, they do not cost any material they will reappear once the block they are tied to is repaired. In regards to our current mimics, they will still remain in-game with no changes.
While all this and much more is being done during December, such as steam drive shaft splitters, missile wireless system, Rambot weapons, sky fortress turbine model and much more! We are also working on Diplomacy for 3.1.5 more details on that once we get closer to releasing the beta update.
What is up Depthians!
We listened to the feedback from 3.1.0 and put in this feature to help people build more freely.
This allows more freedom than ever before to plan out a build with a rough blueprint of disconnected pieces and then connect it all later. Pressing backspace in build mode de-activates the connection checks. You can then place anything literally anywhere. The connection checks will re-activate if you have been out of build mode for 30 seconds, or if a block is killed by hostile fire. You can save the vehicle with connection checks de-activated so that you can continue your disconnected building over several play sessions or save points.
The change also makes it so that the first disconnection check when a vehicle is loaded will not make blocks fall off but will simply mark them with a warning so that the player can enter build mode, disable connectivity checks, and fix the issues so that the parts never fall out. That change has been made so that we can be a bit more liberal with tidying up the connection logic of some blocks but not create a nightmare situation where the vehicle is loaded and then immediately just falls apart. Note carefully that many of the changes in the change list are for removing the connection surfaces of blocks so that in 3.1.1 some unlucky people are going to have a few designs that need to use this feature to save a few blocks from falling off.
We have also changed the way munition/laser warners and signal jammers work. They no longer need to be connected to the AI and the reason for this is that none of those parts made any usage of the AI mainframe as the munition warning manager and laser warning manager is specific to the vehicle, not an AI mainframe, so they have no reason to be coupled to an AI mainframe any more.
This allows player controlled vehicles without AI to make proper use of all countermeasures ( flare dispensers, interceptors and smoke, etc)".
I thought I should leave some basic instructions / demonstration in regards to the connection check, how to turn on off and what you should keep an eye on.
When you load up the designer mode, by default the connection check and rules are in place and therefore you would not be able to place blocks like the following pic.
In order to deactivate the connection rules, you will need to press "Backspace".
Anything you place that is not allowed, due to the connection rules would be coloured in Magenta and you will also see a warning to the left of your screen.
Once you reactivate the connection rules and you still have something connected that would potentially fall off, you will be warned.
If you come out of build mode, you will notice a timer indicating that the connection rules will be reactivated in X seconds and when it reactivates the Magenta coloured blocks will fall off, unless you pop back into build mode.
Hey Depthians! It has been a long road developing From The Depths which has recently come out of Early Access, however that does not mean that we will slow down in releasing new features and other tweaks! From The Depths would have not been able to reach this point without all your support throughout Early Access, and we would love to see your support once more. Help us achieve the "Labor of Love" award by smashing that little circle above! Thanks as always for your support from all of us at Brilliant Skies.
What is up Depthians!
Just a quick FYI, we now have From The Depths trading cards on Steam and we have also launched our merchandise page >HERE<, for you to add some goodies to your Christmas wishlist. We hope you like the selection of items, and if you have any suggestions in terms of merch dont hesitate to let us know!
I cant wait to get my hands on that epic desk mat and a cosie hoody for the cold Christmas thats on the way xD Must not forget about nutmeg in a new mug too
Hey Depthians! Some tweaks and changes to the block connection surfaces and a new block type connection strut, which comes in alloy, metal, wood and heavy armour. This will allow you to connect parts like the long side of an exhaust to the hull of your construct as well as many other blocks. We have also added a wing variant of the strut block, which also make use of - / + force like other wing parts and at the same time resolved some issues with surface drag.
What is up Depthians!
What is this new disconnection check? I hear you scream
As some of you know, some blocks can only be attached by a specific side and some of the other sides you may not be able to build on/attach blocks to(red squares). We have enforced this rule with this update as we could bypass this rule by shift+click to replace a block which initially would not be able to be put in that specific location.
Lets take this exhaust as an example
As you can see it is only connected on the T junction and the corner. It is not attached to any of the light-alloy blocks of the construct, therefore if I delete or if the T junction gets destroyed the rest of the exhaust system will fall off.
However! Do not worry about your current blueprints already saved block placement as they will not be affected and you will see a tooltip saying that the block you are looking at is protected. Only newly placed blocks will be affected as the rule and block connection logic is enforced.
Its a common-sense thing should a floating block be able to connect to something like this exhaust?
Not unless it has a face that can be attached to something like the corner exhaust.
You can also disable the protection on your current saves by hitting V on the construct
You may see a few blocks falling off your construct if they were placed incorrectly by using shift+click to replace. For example, this receiver and munition detector will fall off.
Hey Depthians! Another round of fixes and tweaks!
Hey Depthians! More bug fixing and minor changes.
Hey Depthians!! Another sweet round of changes and fixes.
Join Borderwise as he plays From the Depths! You can find his main channel here: https://www.youtube.com/user/BorderWise12
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Hey Depthians! A quick little update to Stable.
Hi everyone. Nick here, the lead developer of From the Depths. I am writing this on the day of FTDs exit from early access. This is a special moment for me (made only slightly less special by working 20-hour days and being slightly deranged with exhaustion). FTD has been in development for 8 years. It started out as (to cut a long story short) a one man indie dev project but to call it that now is entirely inappropriate given the monumental amount of work put into the game by the team, community contributors and the community themselves. Id like to give special thanks to my team. Jeff Madole (Majyst) who has been looking after the games planet/faction content for years now, which is a monumental job made even harder by the frequent rebalancing of the game and introduction of numerous new mechanics. Draba (Jnos Blask) whose dedication to getting the game mechanics balanced and streamlined has been indefatigable even in the face of the frequent pushback that changes inevitably create. Without these two the game would be nowhere near as enjoyable and polished as it is today. Many thanks also to Joris Wingelaar (HerpeDerpeDerp) who has spent the last year at the coal face of strategic AI (and many other things) and produced a campaign that is significantly more interesting to play. Huge thanks to Arnaud Lewden (Gladyon) who has been coding on FTD for many years now and contributed an enormous amount to so many different areas. Thanks to Haoyu Weng (WengH) for putting in the undo-redo mechanic for building, amongst many other epic things. Further thanks to my business manager Sean Darling (Beastman) and community manager Jonathan Bacon (BaconsTV) who have allowed me to focus on what I love to do best, which is coding. You both work tirelessly to bring the community feedback to the team (whatever the timezone). Its fantastic to know I can rely on you guys to keep things going smoothly. Thanks to Peter (Khaz) for creating the visual aesthetic of the game and doing a bunch of coding as well. Peter worked for years alongside Jeff and me and together we brought the game a long way forward. Thanks to Mattia Pizzaia (Mangmod) for all his work on the trailer, UI buttons, sounds, artwork and many other things. Thanks to Rhea for your modelling contributions, and Joan Palacios (Strivvy) for yours, and thanks to the more recent members of the art team as well such as Mira Dzhantova for the new box art branding and trading cards and Claire Monoghan (Claire) for new block models and textures. Thanks to Ben Reeve (BlueNexus) for his work getting the game localised ready for translation. This was a monumental job. Thanks to Charlotte Nguyen (Hikari), Scarlet Devil and Karim Ben Ghorbal (Karbengo) for your significant contributions to the games content and community management. Thanks to Mike Haynes (ABYAY) for coming to Scotland and working on the content, the tutorials, the build guides and much more. Thanks to Lukaz Guzman for Rambot character art and loads of the original models and textures. Thanks to the dozens of translators working on getting our translations of the game ready. Thanks to Tor Johan (OwO) for testing. Thanks to everyone Ive forgotten (Im sure Ill remember once I get some sleep). Thanks to our moderators, wiki editors, bug reporters, feature suggesters, donators and players. Special thanks to our dozens (hundreds?) of Keepers of the Lore (KOTL) for helping our content team create the blueprints of the factions Neter, AOTE and Glao. And thanks to all the youtubers and streamers who have adopted FTD and stuck with it. Without you the game would not have reached the audience it and development would have run out of funding a long time ago. Thanks to my wife, Laura, for putting up with this . So with the important part done Id like to talk about what FTD means to me. Its become my life now. When I started the project, I had hardly any coding experience, no 3D modelling or texturing experience, no unity experience, no UI experience (shocking, right?) and had never run a business. With the support of you all Ive been able to make game development my life and am now recognised officially, in many player reviews as one of the worst UI coders in the world". It has been a really great experience working with such talented people and making a product so many people are passionate about. I know FTD is very special to a lot of you as well and seeing you all enjoying it so much has been the driving force for me for this whole time. So what does leaving early access mean for us. I know a lot of you are celebrating this achievement with us, but I know a lot of you are worried for one reason or another. Dont be. Leaving early access just means that I think that weve got a sufficient breadth of features that are now in a stable state. This means I am proud to put it on general sale, rather than a limited sale to enthusiastic early accessors. This absolutely isnt the end of development for us, it just means that our existing engines, weapons, armour, game modes, etc are now pretty much in place and wont be changing every month. So for people coming back to FTD to see what the release version looks like here are some highlights for you depending on how long youve been gone there will be too many to mention... Universal Production Music UK have provided us with an epic sound track of 90 songs that you can listen to in game. You can now add camouflage textures to your alloy, metal, heavy armour and wing materials You can get back into the game more easily with voice acted build guides and interactive tutorials, and new manual pages Youll find a new and improved steam engine system to play with. Thats fresh out today. The campaigns 8 enemy nations have improved strategic AI making the campaign more interesting to play The story mission arcs have been recreated and contain an interesting story for DWG, and some fun combat for Steel Striders The multiplayer is now much more stable, and you can play adventure mode multiplayer now (as well as campaign co-op and many standalone multiplayer maps) Achievements and leaderboards have been added Visuals for jets, ion thrusters, torpedos and missiles have been refined. To those of you coming to FTD for the first time, I really look forward to meeting you on the Steam discussion forums, the Reddit or the official FTD Discord. I hope you all enjoy the release, and thanks again for all your support over the years. Nick Smart, Lead developer and Director Brilliant Skies And here's a wonderful video Jon put together for the release https://youtu.be/QLfN7F91O6o
Join Ohm is Futile as he plays From the Depths! You can find his main channel here: https://www.youtube.com/channel/UCXjzJXurqJJWQB9fNll2W_w
The final version of steam engines is finally here! So lets go over the changes! The difference between main power sources
Join Borderwise as he plays From the Depths! You can find his main channel here: https://www.youtube.com/user/BorderWise12
Join Ohm is Futile as he plays From the Depths! You can find his main channel here: https://www.youtube.com/channel/UCXjzJXurqJJWQB9fNll2W_w
Join Borderwise as he plays From the Depths! You can find his main channel here: https://www.youtube.com/user/BorderWise12
Hey Depthians! A quick bug fixing round, sorry no new toys :'( but plenty of multiplayer fixes.
Hey Depthians! We are releasing an experimental build to beta test which will have the steam overhaul. We will publish the change logs soon.
Hey Depthians!
We know most of you have been waiting eagerly for the Camo and CJE power/energy generation, and we thank you as always for your patience and support!
This update also has a number of voice-overs for our tutorials with more coming soon! A load of music and you can now play adventure with your mates in multiplayer! I wish I had friends now :'(
You may be thinking why are those CJEs not in the usual orientation facing the front with the exhaust towards the back, and this is because they now have another function and that is generating power or energy.
By no means are these two made optimally, thats for you all to figure out :p but they do generate a decent amount of power or energy for their size and fuel consumption. Hoping to see some optimal builds from you, good peeps!
I guess I should wrap this up with some more epic news and that is the ability to skin our constructs and not the White Flayer way.
The first screenshot is showing my Green Hornet, its hull colour slot 21 and the cockpit paint slot is 2. Its looking quite dull right?
But what about now?
In this instance, I did not want the cockpit colour which is slot 2 to have any camo texture so I turned that off by right-clicking on the paint slot 2 Enable camouflage for this colour to off. I also turned off any paint colour in slot 21, which allows me to increase or decrease the alpha of the camo texture. Had I left apply paint over the top of the camo layer, the alpha would increase or decrease the actual colour set on slot 21, so if you are unable to see the camo while you have the paint active I would suggest decreasing the paint alpha until the camo is visible.
You can access the skinning section by pressing V on your construct and Camouflage textures tab, and choose which material should take the camo skin. Even wing parts can be skinned!!
Beta test is now 3.0.0!!
Hey Depthians! A quick sneaky update and a new addition...Achievements xD
Hey Depthians! A small update mainly to address faction HQs being destroyed.
Hey all :) A quick little hotfix for our 2.9.3 stable release.
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog / dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
[quote = Nick Lead Developer]
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
[/quote]
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didnt already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
[Quote = Nick Lead Developer]
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time. [/quote]
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double clicking on the resource zone Zone Deactivation.
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
PACs have also had a rework and new additions.
We now have the long range lens which has a circular 10 field of fire, the close range lens which has a circular 35 field of fire, the scatter lens which has a circular 30 field of fire, and the vertical lens which has a 10 horizontal / 60 vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the change logs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armor bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
We now have some new wide wheel additions too for all you land vehicle lovers.
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
What is up Depthians! A quick little update.
Hey all :) Hopefully this BetaTest will be available later today or tomorrow.
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.
Small note CJE generators will produce force unless all of the thrust is used
v2.8.8 [Add]
Hey Depthians
A nice little update to our beta test branch I think the most eye-catching one is the new camo skins for our constructs, which you can access via "V" on your construct.
v2.8.7 [Add]
Hey Depthians!
Another long list of new additions and some very big changes to the game such as the removal of fuel as a resource and ammo. I would advise you to read
v2.8.5 [Add]
Another long list of fixes and changes in beta 2.8.1 :D we will have a proper write up once this hits stable.
v2.8.1 [Add]
Hey Depthians!
We are back with some more news for Augusts sprint.
Currently, I have my hands on the coming changes to steams tweaks and new additions. However, while I cannot get into specifics on numbers and exact components etc.. I thought I would give you all a steamy little tease with this.
That, as well as other additions and some multiplayer fixes, will soon be in the next Betatest for you all to brake for us xD We will also be putting more focus on MP issues in the coming months and hopefully resolve all issues.
I think this sprint is quite self-explanatory, but if you do have questions as always feel free to ask.
For those on the current Beta 2.8.0 give me feedback on wheels please mainly issues/things you are not happy with like spring force, turning and so on. Except for glitching through terrain and tracks bugging out, we know about that.
If you are interested in what is happening with the current 2.8.0 beta then check this thread out which I shall keep up to date with any changes.
Thanks for your support as always!
Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/
Hey Depthians! 2.8.0 has hit our BetaTest branch. If you are interested in the changelog please check that out here (Trying to get everyone's feedback in one location)
What is up Depthians!
We are back with another update which is hopefully going to be wheely good. I was thinking of a number of puns to use in this update post but Im already tyred and feeling deflated.
Yes! You guessed right, Wheels are here! We have our usual 1m, the new 3m, and also 5m wheels! Isnt that wheely amazing?
Both the 3m and 5m can be used with tank tracks, and you can use a mix of sizes with your tank tracks too :) We can also hide the wooden attachment point of the wheels by bringing up the wheel UI, wheel configuration tab, and drag the slider show suspension to 0.
Of course, we have fixed a number of issues such as the idle twitching and constructs that were jumping around.
Propulsion has had a number of tweaks, such as particle effects, turning props off if they are above the waterline or jets off if under the waterline. In terms of thrust, we have added a power scale, which you can see in the pic below. Output * X , Power use = *Y, which affects the thrust of powered jets, ions, propellers and wheels, within the UI of the component. This acts similar to our dediblades when we increase the motor drive, which gives us more push yet uses more power, which we are calling power factor.
When placing a propulsion block, it should be at x4 by default, and anything above power scale 1, the power use/thrust increases up to 50% more power at 4x. So a propeller at scale 4 provides 4x as much thrust and uses 6x as much power as at scale 1.
All propulsion methods have been tweaked up, be it health / ac, pushing force and costs can be found in the changelog below.
Join the rest of the community, who are always willing to help and have a chat.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/
v2.7.4 [Add]
What is up Depthians!
Its probably about time I did another whats happening at Brilliant Skies posts. As you know we released the Strategic AI this month, and we continued ironing out some features and killing off some bugs.
Abyay has been working hard on revamping the story missions making them more fun, and I think they accompany the tutorials nicely, as the DWG missions are like partial tutorials. Currently, the SS missions are complete and Abyay plans to add a few more DWG missions into the mix.
He has also reworked that sodding pensive pigeon, to something more fun to use in terms of player-controlled which is the aim of these missions, and that will motivate players to add to it as the aim is to complete these missions preferably player-controlled rather than AI cards.
Draba has been working a lot on the backend code for our fuel engines, ironing out some kinks with engine prioritisation, and to be less stressful on some systems. He has also been working on improving the performance of wheels, suspension, and also the backend stuff for the larger wheels.
He has also added a x4 Power scale to our wheels, propellers, and thrusters which you can find by hitting Q on the wheel / prop / thruster.
Increasing the power scale is similar to the motor drive on dediblades, which gives more push yet uses more power.
Weng was busy working on bug fixes, some of which are multiplayer and backend stuff for our wings.
Gladyon has also been working on the backend code for our new wing parts. The new Custom control surfaces will allow us to make wing flaps which can move and generate force for roll, pitch, up/down and yaw after being set up in the Q menu of that sections CCS.
There should be a nice gif showing off the flappy flaps flapping in action, but I could not upload it so feel free to check that out on Reddit or our main forum in the Developer updates section.
Nick, has been working hard on the AI pathfinding in battles so that we no longer get landships as well as bug fixing and all that good stuff.
Sean he is not cool enough to grace this post ;p
So what is coming up next? I hear you scream.
Our current and second sprint are listed below unless something gets pushed back or brought forward.
I tried to export the info in a way that it wont burn out your retinas xD. If you have any questions about a particular card feel free to ask.
Next sprint is currently looking like this
As always we thank you all for your continued support and feedback!
Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/
Hey Depthians!
We are releasing a new Betatest branch (previously known as Devtest) ; this version will be 2.7.3, which will include the changes and fixes in the changelog below.
Later on we will also have an experimental branch, this branch will be used as a very early testing ground for features/bug fixes before hitting the Betatest branch.
We do know about the issue with the reinforced wood texture, this is because currently there is no triplanar texture for wood and there is no non-triplanar texture for metal. We will resolve this in future.
Thanks for all your support as always, and for all the encouraging and positive comments to the Strategic AI update.
v2.7.3 [Add]
Hey Depthians!
We have released an update to stable v2.7.2. This addresses a few issues mainly the Linux prefab and menu bug, some new features, such as Wengs Q menu in designer mode which will allow you to refill ammo, fuel, resources, refill APS and more.
v2.7.1 [Add]
Hey Depthians! We have had a number of reports regarding wheel load bearing which we are looking into and we are also investigating issues that are unique to linux and mac, such as the build menu list disappearing and invisible models. We released another little fix to stable which you can check out here dated 12/06/2020. We are also releasing a new Devtest branch which will be v2.7.2, currently it has a few minor features. However, we are carrying out some major optimisation work on fuel engines. It may be unstable to begin with and will need testing. Devtest will be available at some point Friday 12 You will find changes that Devtest has here, this forum post will be kept up to date. :)
Hey all!
Hopefully you are all enjoying 2.7. Currently both DevTest and Stable are on the same build for now.
We just released a hotfix for multiplayer and some other things which you can check out in the link below tagged with today's date 9th June. Or if you already read the full game news, this hotfix addresses:
v2.7.1 [Add]
If you do run into issues and need to report any bugs please use the bug tracker page which I have left below.
Please remember that we have set Neter 2019 physics as the default setting which you can turn off from Options > Config > Neter 2019 Settings, however we do not recommend it.
Full update post
Bugs go here
Strategic AI update.
What is up depthians!
It is that time again where I say It is finally here, the update many of us have been waiting for and talking about [strike]The strategic AI[/strike] MORE SLOPES AND THE REAL 4M CORNER! Done by yours truly coz I am awesome and all that. (You may need to restart Steam if your game has not updated)
We also have another massive list of bug fixes and tweaks and many new features, such as Area Erase in prefab mode, which will remove all blocks inside the prefab capture box.
Block Group Erase activated with Shift-Del, which will remove all blocks in the selected connected block group, brought to us by Weng from a request made on our request tracker REQ-35.
Weng also picked out a few more requests REQ-1150, a roll option for the Tractor Beam. REQ-176, a new chair that doesn't raise the height of the character.
REQ-1112 Added an option to disable pumps when the vehicle is frozen. What this means is, if you have the construct with capslock on and you have also enabled this option in Options > Build Options Disable pumps calculation when the vehicle is frozen which is on by default, this will improve performance as buoyancy calculations are made each time you place or remove a block when you have air pumps or helium pumps installed and active.
Weng has also implemented a search function as you can see at the lower right corner, which will be of help to a number of us and we have resolved over 250 bug fixes, changes and additions!
When it comes to Wengs awesome additions...behold the Erase Block Group. No more must we delete things block by block xD Love it!
But wait there's more! Delete by area
And if you thought that was all, well you are wrong ;p Weng has created a method to show us which mimicked block is tied to a mimic.
We can now dedicate steam power to only spin our steam propellers by setting the Gearbox power output to 0 in our Gearbox Control. What this means is that it will stop power production on the steam gearbox that is only intended to power propellers.
As some of you know, boilers turn material into 'steam energy'. Pistons turn that steam energy into rotational energy of the crankshaft, pistons etc (energy-rpm ratio depends on the mass of the spinning assembly). Max power output and propeller thrust depend on the rpm (and thus on the energy in the system). Using power or using steam props removes energy from the system, depending on how much you use them. Friction also always removes energy from the system and removes more energy if rpm is higher. So using power or using steam props removes rotational energy from the spinning assembly and thus slows it down
Keeping on the topic of power distribution, we can now set up priorities on our power generators. As you can see with the snippet above, we can set the power priority of that steam setup and with the fuel engine pic below as well as electric engines.
High priority engines are used first. Lower priority engines only produce power when higher ones are not enough.
Another sweet addition is that we can right click our mousy while in any submenu in the build section which will exit the current submenu.
As a number of you good people know, there are also a number of new blocks in the game now. We now have Offset Slopes which will help out our slope stacking builders.
Before the new Offset Slopes, some of us made hulls stacking slopes like this pic
And now you can slope stack with these 1m Offset slopes leaving you a much smoother hull :D Look how happy it is, as it's now smoking hot!!
Read lots of comments with builders needing to mimic a 1m square corner and stretch it out to 4m. Well not anymore!! :D
A pic of a rare real 4m square corner!
All sizes are included 2m to 4m
There are also transitions from one slope to another.
Slopes transitioning from one to another size up.
The 1 to 4m transition and the 2 to 4m
We also have inverse transitions which work the same as transitions however, they line up from the tip of the slopes.
Beastman/Sean the Noob, has also been doing some stuff and things, like rearranging our build menu and adding some colouring to sections :D
The idea with the new layout is set with a build order in mind. First, you would state what construct you are making (Vehicle, Fort or Structure). From there you would start your build and that means structural blocks, then manoeuvre components and control to engines, spin blocks and the turret components etc
There are also numerous prefabs ready to help you with your builds to speed up the process, or if you feel that you are a little too green still in some aspects, this update should have you covered. Most prefabs were sent to us from community members. We have hulls, fuel engines, steam engines, lams, lasers, APS, CRAMs, missile setups including antimissiles, AI setups, Dediblades and CJEs too! Big thanks to all that sent us prefabs :D
Another awesome addition is the APS customiser now has a module which can hold 4 components! :D
We also have new wing shapes which will allow us to nail most replica wings or any shape that tickles your fancy. There will be more wing additions implemented later on, and I believe we may see some flaps that actually move :D. However, I think I should go over a few things first.
If you do plan on making large wings, you may find that your construct is continuously gaining altitude and ending up in space. This is not a bug, it's simply the fact that we are now using more wing parts as they just look awesome and therefore we end up with more upwards push. If this does happen to you, simply take away some of the middle wing parts and replace them with the universal surface and set them to hover. This should look after your altitude, ofc don't forget to add some pitch, roll wing parts and the PIDs.
Stuka Junker JU.blueprint
CRAMs have also been tweaked and we now have this awesome UI, thanks to Draba, which will help us builders tune up our CRAM system. This is a handy UI for us to set ratios of what we want the CRAM to use. You will find the specific changes to the blocks further down in the change logs.
The screenshot above is the UI where you can set the sliders to the pellet ratios you want to use, and it switches out pellets/compactors to be close to that.
So you have a CRAM with 100 total connections and set up 20 compactor (previously known as ammo box) /100 hardener/100 HE
Total of your weights is 220.
Compactor will be 20/220 so ~9%, hardener and HE both 100/220 so ~45.4% each
Since you have 100 total connections it will try to get:
9 compactors
45 hardeners
45 HE
The way this works is that it would look at all the pellets on your CRAM, and it starts to replace the ones with the lowest amount of packer connections with compactors (since compactors are the cheapest).
Once it has 9 or more compactor connections it moves on to hardeners, then HE-Frag-EMP.
So if it can't get the exact ratios (because there are only pellets with 2 and 4 connections, can't get 9) then it will use the topmost slider.
If there are any rounding errors leftover (9+45+45 is only 99) it will dump the last few slots into HE-Frag-EMP-hardener, it chooses the first from that list that has a weight over 0.
If a cell (the area where a pellet can be placed) only has 1 connection to its own cannon's packers but is shared between 4 cannons, it will count as a 4 slot one, so will get an expensive pellet, but the cannon that owns it will only get 1 connection from it and does not look at its neighbours.
So if a cannon has 40 own pellets + 20 HE ones shared from a neighbour and is set to 100% hardener, it will end up with 40 hardener + 20 HE
Be sure to have pellets installed in your cram as this will not add pellets for you, it only swaps them out!
Draba has also given our fuel engines and CJEs a bit of an overhaul too.
Custom jet engine basics
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. You can turn on the 2019 physics from now if you wish from Options > Config > Neter 2019 Settings. Campaign saves from the current stable will not work when the update goes live
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.
This doesnt always include bugs and a few things like the world builder are still being discussed. There are windows where we may take on requests from the request board. At the start of each sprint period Ill update the roadmap. This is NOT set in stone. Some things may take longer, other things may be done quicker. Some things from post release may move in to the earlier sprints, these are ESTIMATES.
Welcome back to another round of bug fixes and tweaks.
We are pushing this small update to stable since we will be setting up the ammo overhaul in a devtest branch soon() and for now, we will be using the ammo processors to produce the ammo in that devtest branch only!
This update, as well as our previous update, brings a number of changes to faction craft. A number of constructs were cut, meaning the spawn chance is set to 0. However, you can still find them in the world editor tagged retired after the name.
The idea is to prepare for future AI changes and campaign overhaul. Some changes that we wanted to see was not having numerous designs that were very similar to each other as we wanted constructs to be specialised in certain tasks and probably classes.
Currently, we have removed 15-20 constructs from the DWG, OW, LH, and WF from the spawn lists and removing more from other factions in future.
DWG has had many designs made to do strange some strange things or fight in different ways.
OW has a number of new classes of ships which were conversions of older designs. They now have 4 new Missile ships with slow large missiles, 3 Tank ships that have heavy armour that move faster and get up close to fight, and the Warden has been converted to Artillery.
WF has had significant changes to many designs making them more aggressive in melee. Their aircraft have been removed if they did not specialize in melee attacks. Check out the old Gnumura, now known as The Last Rite its a scary beast. The Old priest ships are being rebuilt to be better looking and specialize in certain things.
LH has had their small laser designs changed to either Short-range lasers or Missiles to compensate for their lack of damage. All small designs have been increased in speed, some by a lot. The Battleship Terrawatt is now a 100 m/s Hydrofoil battleship.
SS has started their update process, some designs have been improved or fixed. Not many big changes yet, but in the future, all shark ships will be replaced.
Currently, DWG and OW are finished, WF is 95% done, LH 90% done, SS 15% done.
This update brings a few bug fixes and changes to steam
We are back with another CLUSTER of bug fixes, tweaks and new features which we hope you will all like :D
A quick note before we get to the goodies. We have turned off Steam cloud sync as it has been causing some upsets and issues, this will remain off for the foreseeable future. :(
To continue with steam but the steamy type.
Gladyon has tweaked up our steam systems so that we can run them more efficiently. We can set the steam pressure to start with when spawning/pulling the construct into play/battle, and we can also set the material burn rate or use the auto-regulate function so that we reach the given pressure. This can be done via the boiler controller UI or ACB.
We can also use ACBs to check the steam pressure of the closest boiler on the same construct, spin block and piston. Material consumption has also been tweaked such that the consumption is more efficient at low burn rates and less with high burn rates.
Gladyon has also increased the volume that large boilers have to 10% more volume than 9 small, and huge boilers to 20% more volume than 25 small ones.
Steam engines now consume material in out of play while the vehicle is moving using steam jets or steam propellers, however, constructs will not consume material out of play for power generation if there is no turbine or generator.
Next, we have Nicks Cluster missiles, a new feature in From the Depths which I have covered here:
https://youtu.be/LmQtViNwqz0
In that upload, I go through how we create the parent missile that will fire off the child missile and also parent to fire parent+child to fire a child, and we can also use flares with missile interceptors inside them. What I did not cover is that we can have a small missile carrying small missiles or medium carrying medium and large carrying large.
We have three new components, the Cluster container controller, which allows us to set how our missile will behave and fire off any child missile.
The Cluster container extension which gives us length and volume to hold our child missiles and the Cluster ejector which goes on any child missile or parent which is also a child missile eg: L holding M holding S the M missile is the parent and child at the same time in this case. You can find the stats on volume and size at the very bottom of the stats window, in the picture above you can see the stats and this L missile can hold 11m in length and 2.16m cubed volume. We will also see these stats on a missile which has the Container ejector installed, informing us how long in terms of Container extension length we need and volume on the parent missile.
A small example of a large missile that would fire 4 medium missiles which they would then fire off 4 small missiles each.
There will be some tweaks coming to cluster missiles in terms of ammo costs for the extensions etc. We may also have a method to spread out the child missiles from the parent missile in future (like the ejector setup for missiles).
Nick has also started work on the achievements. The first step towards us unlocking achievements is the authoring of constructs and subobjects/prefabs.
As you can see from my most epic life-like sculpture of Beastman our business manager, in the top box we have Name and author. This is where all the details will go in regards to who made this and how many blocks were added by others.
Draba has made a whole lot of changes ranging from ammo use, elevation, range, mat costs and a number of other stats to our simple weapons, you can see the list in the patch log section below.
He has also tweaked up the Signal Jammer and replaced this with a Sensor Scrambler ECM. This will use power and reduce the bearing/range accuracy of enemy sensors, however, the strength falls off with distance 80/67/50/29% at a range of 500/1000/2000/5000m, their strength stacks with each other.
Other changes to detection are: Visible, radar and sonar detection range is reduced to 30% for subconstructs.
Being close to the ground or sea surface decreases the radar detection range. Radar signature change increase from 75% at 0m to 100% at 50m.
Being high above the ground increases the radar detection range. Radar signature change increase from 100% at 50m to 135% at 400m.
Fav pick of pics. These were created and posted by Tourist in our discord channel. Very well made, so much detail has been put into these tanks its unbelievable. Well done!!