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Loads of new features and fixes added over the past few weeks in a number of areas. In particular automatic control blocks (ACBs), Naval Pathfinding and game performance have been significantly improved.. but the list is quite extensive and should contain something for everyone. [1.607] New options of ACBs (many more!) [1.607] Bar showing the fleet strengths in battle, and how much is in reserve [1.607] Bug fixed where factions would put too many forces into play in battle, then have to take some out, and repeat [1.607] Bug fixed on the map editor victory conditions screen where a group condition name would not update in the drop down menu [1.607] Sending fleet / force orders uses the old height of the force order as the new order altitude if you don't change the altitude intentionally (rather than defaulting to 0) [1.607] You can now mirror the placemnt of sub objects in build mode [1.607] Launching guides from the inventory no longer glitches, and link to laser guide added. [1.607] Leaving the new Q interactive overlay puts you back into your last camera configuration [1.607] Console display added to overlay pop out on RHS of the main menu (move mouse to extreme right edge to activate). Use Console.WriteToConsole(string myString) to write here. Ignore this message if you aren't interested in modding. [1.608] Add a new item for viewing the paths that your repair bugs are trying to take- called the Path Viewer. [1.608] Light fitting now supports all colors and intensities of light [1.608] Press \ in build mode to show all forces affecting a vehicle. 1.609] Upgraded to Unity 5- shaders, line renderers, Steam integration and turret physics are the main components affected [1.609] Waves now affect buoyancy again (broken in 1.6) [1.609] Explosion skill GUI working again [1.609] Frame rate displayed in slide out main menu overlay [1.610] Line drawing flicker glitches addressed [1.610] Story mission overlay circles drawn at the wrong angle- fixed [1.610] Player in chair issues fixed [1.610] Reverted to Unity 4.6 [1.610] Added deep water effects, and customisation through the map editor [1.611] Automatic Control Blocks can affect shields now [1.611] You can set a flag URL in the Character Sheet, which will override your faction's flag if the instance allows it. [1.611] Bug fixed whereby French and German players would be getting place holder translations for main menu buttons displayed to them. [1.611] Player gravity does not get messed up when leaving a chair [1.611] Glitches causing saves to not load correctly should be fixed now [1.62] Tailplane and aileron will work on spin blocks and turrets now [1.62] The automatic pulling of forces out of play when the block limit is exceeded is now turned off [1.62] Mirror placing can no longer place a block on top of a spin block or turret. [1.62] Automatic Control Block altitude inputs go over a much more full range of values. [1.62] Armour piercing rounds give a boost to kinetic damage [1.62] Aerial AI minimum and cruising altitude is settable via the Automatic Control Block [1.62] Spin blocks can be set to draw power- to give a huge boost to helicopter blades [1.62] Missiles can have their warhead arming time adjusted [1.62] Electric engine output is configurable via the Automatic Control Block [1.62] Pathfinding for naval AI very much improved- should be able to travel large distances avoiding land. [1.62] Added a missile test range vehicle designer map [1.62] Added a bench marker (press F4 to activate and deactivate) for reporting frame rate and game speed [1.62] Added a bench marking vehicle designer map [1.62] Added a 'degraded mode' such that when frame rate drops below 30 Hz it will reduce non essential effects until frame rate increases above 35Hz [1.62] Trails, Particles, Shadows, Explosions, Effects are all handled in degraded mode [1.62] Chunk rendering engine updated to allow far more agile updates and redraws [1.62] Dedicated rotor blade spinner added so that you can build nearly lag free helicopter blades- as well as placing spinning rotor blades on spin blocks [1.62] Cannon barrels rendered with new form of chunk mesh [1.62] AI Failsafe code is more efficient [1.62] Structures use origin block for placement if they have one [1.62] Structures use minimum height above ground of all blocks if they lack an origin block [1.62] Structures can be placed at any rotation [1.62] These changes provide a significant performance improvement [1.621] Pathfinding bugs from 1.62 fixed [1.621] Projectile collision bugs from 1.62 fixed [1.621] Rendering bugs from 1.62 fixed [1.621] Campaign bugs fixed [loading/map/saving] [1.621] You can teleport in battle (it was a bug stopping that) [1.621] Degraded mode has a slider in the options menu to say at what frame rate it turns on The next project is to get the multiplayer back and better than ever... you can see a rough introduction to the plans, and the progress so far, on the official forum in this thread: http://www.fromthedepthsgame.com/forum/showthread.php?tid=6865&page=2
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