Huge update with loads of new components, new mechanics and balance changes. Nukes, heavy armour, warp drives, optimisation and laser's shooting down large shells are just a few of the new features. Let me know what you think in the comments section below :) New Components New laser cavities added which have more energy storage 3 new RTG parts for generating constant power for a high initial cost without the requirement for fuel Spares Processed added to keep your spare parts topped up Tactical Nuke component added for Kamikaze runs Land AI card added Shield busting 'Disruptor Conduit' nose cone added for APS that channels EMP damage into the shield projector itself 3m and 6m Autoloader variants now available (with clips) Warp drives added Wavefront corrector component added for offensive lasers APS shell ejector added for avoiding ammo racking Heavy Armour added Fixes and improvements [Improvement] Fixes to Adventure mode spawning difficulties [Bug fix] 2x2x2 resource containers now mirror correctly [Improvement] Fuel refineries now have several warnings when being damaged from gas build up [Bug fix] Fix to the damage from particle cannon pipes that are correctly terminated [Bug fix] more support for spawning land vehicles in land designers (used to spawn under the terrain level and pop up!) [Improvement] RTG Generators now charge batteries out of play [Bug fix] Fixed a bug regarding the selling of raw resource containers and placing of containers as prefabs [Bug fix] LUA error reporting fixed (has been broken for a few weeks, sorry! [Improvement] Diplomacy UI revamped a bit [Improvement] Unavailable single player game modes no longer visible [Improvement] Fleet move AI pathfinding for naval vessels is now better [Bug fix] rendering of big chunks of debris now fixed [Bug fix] identification of when blocks should be perminently removed is now better (no more perminent battle damage during build mode) [Bug fix] engine display is now correct when using an electric engine as well [Bug fix] Laser range now correctly calculated and displayed [Bug fix] APS penetration depth fuse fixed [Improvement] Optimisation of several slow areas of code [Change] Several APS blocks vertices count reduced signicantly (small fps boost) [Change] many blocks retextured [Bug fix] CRAM shells now explode on impact with terrain Content updates Loads of content updates to all three planets and a new planet "Ashes of the Empire" added with a land vehicle campaign [Improvement] DWG tutorial story missions updated [Improvement] New planet Icons in main menu for switching between planets [Improvement] Faction flags added for Glao planet New Features [Improvement] Brawler player buff added, very useful for adventure mode [Improvement] Leader boards many missions which feed scores into a 'Player Score' metric... which unlocks the "luck" attribute [Change] You cannot order a fleet into allied territory, and lose relationship when you trespass there [Improvement] you can now save your vehicle as an STL file for 3D printing. The option is in the Vehicle info UI (press V) [Improvement] Low level of detail mode added for distant vehicles [Change] SHIFT + P in build mode will cylce the following views: density (mass/volume) of components, forwards drag, cost density and hiden structural blocks [Change] Centre of mass, buoyancy and drag clearly shown in build mode Balance Changes and mechanic changes [Improvement] Engineering captain skill works on fuel engines to increase efficiency and keep heat down [Improvement] Armour smithing faction skill increases resitance to all damage types except EMP which it adds a susceptability to [Improvement] Fleet supply faction skill implemented to increase supply range of forces [Improvement] no skills adjust gravity or air density any more [Improvement] Leadership ability increases fleet speed on the map and radar view distance [Improvement] Luck can make a x4 accurate LAM shot [Improvement] Skills have been rebalanced substantially [Improvement] APS required barrel lengths for propellant burn and accuracy have been reduced and have a roll-off for high shell lengths [Change] APS rebalanced so that cooldown scales using the 'standard' gauge equation and damage scales using the 'strong' gauge equation. Large shells should now achieve higher DPS than before and be more competative. [Change] Effective range added for APS shells [Change] Particle cannon arms with lenses now fire 2 50% strength shots not one [Change] Jets and propellers have a 'top speed' and thrust falls off as they approach this speed [Improvement] APS shell modules have a maximum length, allowing you to use more fuses at higher gauge than previously [Change] Inertial fuses now allow fragments to explode on the far side of the shield [Change] LAMS can shoot down CRAM shells and APS shells [Change] Missile warners can detect large CRAM and APS shells [Change] A docked vehicle can no longer use repair tentacles to repair the vehicle it is docked to [Change] Munition Warners need to have a clear line of sight out of the vehicle to function [Change] Missiles have a detectable range base on the thrust their thrusters are putting out [Change] Munition warners are less effective if the vehicle is quickly rotating [Change] Thumper heads increase missile health by a factor of 2.5 [Change] It's now the barrel not the gauge cooler that smokes in an APS system [Change] Laser warner now needs a clear view out of the vehicle in order to operate- much like the munition warner does [Change] You can now factor shield strength rather than change it using an ACB [Change] Shield projectors cannot project through other shield projectors [Change] both reflect and disrupt shields ignore AP and instead have effectiveness proportional to shell indicent velocity [Change] Exhausts need a clear line of sight out of the vehicle or they lose cooling potential [Change] if a shell with no fuses ricochets it will not explode [Change] HE Missiles expoding underwater (i.e. torpedos) do significantly more damage and have larger radii [Change] vehicle temperature is now far more important for the use of IR missiles [Change] Shields and light fittings now radiate heat, as does the firing of cannon shells and missiles
[ 2016-06-30 10:29:14 CET ] [ Original post ]
- 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
- 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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