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Name | From the Depths | |
Developer | Brilliant Skies Ltd. | |
Publisher | Brilliant Skies Ltd. | | |
Tags | Action Indie Strategy RPG Adventure Simulation Singleplayer | | |
Release | 2020-11-06 | |
Steam | 20,99€ 19,49£ 24,99$ / 0 % |
News | 195 |
Controls | Keyboard Mouse |
Players online |  248  |
Steam Rating | Very Positive |
Steam store |  https://store.steampowered.com/app/268650  |
How long to Beat |
Main Story + Extras |  40 Hours  |
Completionist |  46 Hours  |
SteamSpy |
Peak CCU Yesterday | |
Owners |  200,000 .. 500,000 +/-   |
Players - Since release |   +/- |
Players - Last 2 weeks |   +/- |
Average playtime (forever) | 119 |
Average playtime (last 2 weeks) | 0 |
Median playtime (forever) | 182 |
Median playtime (last 2 weeks) | 0 |
Public Linux depots | From The Depths Linux 64 [973.8 M]
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DLC | From the Depths - Steel Striders Anime Girls character pack
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LINUX STREAMERS (0)
1.567/8/9 1.570/1/2 1.580/1/2/3/4/5/6 patch notes |
Summary
It's been a long time since a stable branch release, but there have been many developments in the development branch in that time. The game has an extra 70 build in designs for the campaign, loads of new physics tweaks, new missile components, a qualification mode for empirically testing your designs and the multiplayer client side experience has been much improved and bandwidth requirements reduced significantly. Thanks for your patience and I hope you enjoy the new release :)
Change logs
[bug fix] Sails and sailing AI were supposed to be locked by DWG mission 2, not mission 1
Tractor beam bug fixed (problems with new drag mechanic)
Rudders made more powerful
Launch pad ejector component added for missiles to speed up launch
Floating point precision issues fixed so jitter is gone
AP increases for cannons start at AP 3, as intended
Option to load vehicles out of play (campaign) to avoid any loading crashes
[bug fix] Missile winch timed release bug fixed
Local weapon controller setting synced between host and clients
Same for Aerial AI card
Same for Naval AI card
Same for air pump
Same for Automatic Control Block
Same for Local Weapon Controller
Same for laser warner and smoke deployer
More physics calculations done on the client as well as the host
Propulsion and steering systems done on the client as well as the host
Consumables (ammo,fuel,spares) distributed amoung all containers and synced to clients
Electric charge, cannon ammo box ammo and engine own fuel levels are synced to clients
Projectiles more efficiently syncronised
AI mainframe direct connection to smoke/warners/and some others is now fixed
Fixed bug when returning to lobby from AI fight mode
Ammo & oil processor, scrap producer and generator on off state is syncronised
Bug fix with inventory and repair tentacle fixed
Repair bots no longer use much bandwidth in multiplayer
Repair tentacles show repairing on client
Missiles only syncronised for a period of time after launch (depends on volume of missile spam)
Target Prioritisation Card synced between client and host
So is sign post
So is hydrofoil
So are misisle winch and missile staggered firing unit and missile blocks and missile component parameters
Build modes (simple and complex) improved somewhat
Issues with strategic patrol GUI cleared up
Link to complex controller manual page from inventory
Angular drag depends on distance of the surface area from the centre of mass
Angular drag information displayed in ConstructableInfoGUI(press V to access this)
Qualification mode added for testing the combat performance of vehicles
Many new vehicles added to the game
Blueprint spawners can spawn 'built-in' designs via a toggle button
Added a new autoloader for cannons which is completely controllable in placement orientation
Increased the weight of engine components
Wing lift calculated and applied far more efficiently
Seeking missiles won't loose target once they overshoot the 'origin' of the vehicle
Fixed the electric engine bugs from the last minor patches
Supply pumps now work at long range
Resource gathering changed so that you don't simply depleat the resource zone
In play AI Fleet movement mode updated to use the waypoint & pathfinding system
Engineer attribute added
Missile warners and LAMS work in qual mode
Hole in qualification mode sea bed fixed
Test units missiles only aim at their designated targets
Spawner auto spawning options saved correctly and used correctly
Spawning in the qualification mode now works correctly with the spawned unit being targeted by the test units
Fixed issues with lines (GUI,harpoon etc) stopping being drawn on screen
Helicopters shown in spawn GUI in vehicle designer
Camera issues fixed
Real time update when engineering skill added
Bugs fixed and more vehicles added updated
Turret and spinner weight is applied at the position of the turret and spinner (bug fix)
Turrets and spinners contribute to centre of mass of vehicle, and have buoyancy calculated
Issues with fortress power consuption fixed
Physics made more stable during damage
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[ 2015-01-29 03:07:45 CET ] [ Original post ] |