Multiplayer (inc. co-op campaign) back in stable branch
(Bugs created in one version and fixed in the next are not listed here) [1.633] Friendly missiles should no longer target flares [1.634] Issues with laser designators retargetting all the time fixed [1.634] R also changes block rotation as well as type selection [1.634] Augmented nav missiles and one turns play ball with each other [1.634] Fixes for mac users who are experiencing infinite loading screens. [1.634] Control for firing vehicle weapons (CTRL and middle mouse) more widely advertised [1.635] Prompt on screen when you are overriding AI control of weapons [1.635] ACB has new inputs where it can respond to turn left and turn right commands to the vehicle [1.635] Button in options to disable slow motion explosions [1.635] ACB can activate a drone's mothership's docking station [1.635] ACB inputs added for fuel and battery charge [1.635] Dedicated heli spinner has a 'world vertical' fraction setting for adding stability [1.635][bug fix] Guide construct is never accidentally destroyed on the main menu but the Auto Battling process. [1.635] Multiplayer added back in to FtD with lots of new features. [1.635] Guide interface tidied up a bit [1.635] [bug fix] Water no longer visible inside boats (it was casting shadows even when transparent [1.635] Save vehicle GUI logic changed so you no longer need to deselect the current selection to enable renaming [1.635] Prefabs save and place the settings of the blocks now [1.635] Damaged enemy vehicles are culled in the vanilla designer [1.635] Complexity prefererence is saved [1.635] Missile seeking parts and one turns fixed a bit- note that one turns and APNG don't work well together due to the guidance algorithm of APNG. [1.641] New game mode- attrition added [1.642] Blueprint Spawner (block) and Blueprint Respawner And Scrapper (block) disabled in multiplayer [1.643] Autoloaders no longer accidentally connect into cannon connectors [1.643] Resource zone growth of resources have been stabilised [1.643] Less likely to target a random dead block- more likely to choose an alive one [1.643] World map deactivated on deaths [1.643] Problem with placing dedicated heli spinners on precision turrets fixed [1.643] new map 'Tournament of Kings' added to multiplayer [1.65] Laser Colorer block added for changing laser beam color and width for laser weapons. [1.65] Map editor allows setting of faction designs to different difficulty levels [1.65] Co-op campaign now available (still pretty rough around the edges I think) [1.65] Faction updates (DWG, TG and GT especially) [1.65] Basic design merging options added to map editor for merging two .faction files together
I'll be spending the rest of the week tidying up loose ends, maturing the features already in the game, and fixing bugs in the single and multiplayer, and then begin preparations for the custom cannon ammunition overhaul, which will begin with some changes to the engine to optimise performance and potentially the inclusion of a "fire mechanic (things burning).
[ 2015-07-08 17:48:42 CET ] [ Original post ]
I'm pleased to announce that changes from about 8 "development branch" releases are now being pushed into the stable branch to get more people involved in the multiplayer testing. This involves a lot of adversarial and creative multiplayer maps as well as the ability to test co-op campaign play. Multiplayer is still rough around the edges so report any bugs you find at www.fromthedepthsgame.com/forum You can also design maps for multiplayer in the map editor and upload them to the forum for integration into the game.
Changes
(Bugs created in one version and fixed in the next are not listed here) [1.633] Friendly missiles should no longer target flares [1.634] Issues with laser designators retargetting all the time fixed [1.634] R also changes block rotation as well as type selection [1.634] Augmented nav missiles and one turns play ball with each other [1.634] Fixes for mac users who are experiencing infinite loading screens. [1.634] Control for firing vehicle weapons (CTRL and middle mouse) more widely advertised [1.635] Prompt on screen when you are overriding AI control of weapons [1.635] ACB has new inputs where it can respond to turn left and turn right commands to the vehicle [1.635] Button in options to disable slow motion explosions [1.635] ACB can activate a drone's mothership's docking station [1.635] ACB inputs added for fuel and battery charge [1.635] Dedicated heli spinner has a 'world vertical' fraction setting for adding stability [1.635][bug fix] Guide construct is never accidentally destroyed on the main menu but the Auto Battling process. [1.635] Multiplayer added back in to FtD with lots of new features. [1.635] Guide interface tidied up a bit [1.635] [bug fix] Water no longer visible inside boats (it was casting shadows even when transparent [1.635] Save vehicle GUI logic changed so you no longer need to deselect the current selection to enable renaming [1.635] Prefabs save and place the settings of the blocks now [1.635] Damaged enemy vehicles are culled in the vanilla designer [1.635] Complexity prefererence is saved [1.635] Missile seeking parts and one turns fixed a bit- note that one turns and APNG don't work well together due to the guidance algorithm of APNG. [1.641] New game mode- attrition added [1.642] Blueprint Spawner (block) and Blueprint Respawner And Scrapper (block) disabled in multiplayer [1.643] Autoloaders no longer accidentally connect into cannon connectors [1.643] Resource zone growth of resources have been stabilised [1.643] Less likely to target a random dead block- more likely to choose an alive one [1.643] World map deactivated on deaths [1.643] Problem with placing dedicated heli spinners on precision turrets fixed [1.643] new map 'Tournament of Kings' added to multiplayer [1.65] Laser Colorer block added for changing laser beam color and width for laser weapons. [1.65] Map editor allows setting of faction designs to different difficulty levels [1.65] Co-op campaign now available (still pretty rough around the edges I think) [1.65] Faction updates (DWG, TG and GT especially) [1.65] Basic design merging options added to map editor for merging two .faction files together
What's next
I'll be spending the rest of the week tidying up loose ends, maturing the features already in the game, and fixing bugs in the single and multiplayer, and then begin preparations for the custom cannon ammunition overhaul, which will begin with some changes to the engine to optimise performance and potentially the inclusion of a "fire mechanic (things burning).
From the Depths
Brilliant Skies Ltd.
Brilliant Skies Ltd.
2020-11-06
Action Indie Strategy RPG Adventure Simulation Singleplayer
Game News Posts 197
🎹🖱️Keyboard + Mouse
Very Positive
(9442 reviews)
http://www.fromthedepthsgame.com
https://store.steampowered.com/app/268650 
The Game includes VR Support
From The Depths Linux 64 [973.8 M]
From the Depths - Steel Striders Anime Girls character pack
From the Depths - Gone to Sea DLC
Summary
In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:- A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
- A campaign waged over hundreds of islands against eight unique factions.
- A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
Key Features
- Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
- The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
- Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
- Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!
Customisable Components
The customisable components in From the Depths allow a unique level of engineering customisation:- Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
- Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
- Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
- Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
- Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.
Workshop
MINIMAL SETUP
- Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
- Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
- Memory: 8 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
- Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
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