Excited to release this fantastic new patch. It has lots of cool new things such as pistons and the ability to place turrets, spinners and pistons on other turrets, spinners and pistons. There are also a lot of quality of life and fine tuning options added. Note that a lot of mods may need updated after this release so if you are having issues then try uninstalling any mods that add code. Please check out the full change log below:
[added] Support for pistons (1x1x1 and 1x2x1)
[added] Support for spinners, turrets and pistons on other spinners, turrets or pistons (limited to 25 levels, including the MainConstruct)
[added] it is now possible to set the idle azimuth and elevation for turrets
[added] it is now possible to set the idle azimuth for APS (not CRAM due to some technical problems)
[added] spinblocks and pistons can now be locked via their GUI, so the ACBs won't be able to move them
[added] elevation only turret (1x1x1 version only)
[added] ACBs can now be turned on/off by using their GUI or another ACB (an ACB cannot turn itself on/off automatically)
[change] ACBs can now be placed on SubConstructs
[change] The Aimpoint card can now be configured, the maximum time before targeting another block can be configured, and it can be set to target Mainframes and ammo storage as usual or any random block
[change] Shields can now have their color changed using directly their GUI, no need to use the shield projectors anymore (but they still work)
[improved] it is now possible to choose between local and global field of fire restrictions for weapon and turrets
[improved] It is now possible to manually control the SpinBlocks using their GUI
[improved] copy/paste feature for ACBs, LWCs and AMCCs
[improved] if you look at an airpump with leaks, the leaks will be indicated by small red squares
[improved] ACBs input values now have different decimal places depending on the type of the input
[improved] ACB input for control key stimulus now display the actual key instead of a number
[improved] GP PID altitude test values can now be set between -1000 and +3000
[improved] 'Clear clips' button added to the APS firing piece
[improved] 'Access to intakes' button added to the APS firing piece (exiting that GUI will return to the APS GUI)
[improved] When clicking on the selected ammo controller in the ammo intake GUI, the ammo controller GUI is now displayed (exiting that GUI will return to the intake GUI)
[improved] It is now possible to slow down the rotation speed of the turrets (using a percentage)
[improved] Optimization of the fuel engine power creation when using turbos or exahusts
[improved] a LWC can now control weapons on all the stacked children SubConstructs, including pistons or spinblocks
[improved] the LWCs now aim x40 times per second, which will make targeting a lot more efficient
[improved] the LWC on the MainConstruct are executed before the ones on the first level of SubConstructs, which are executed before the ones on the second level of SubConstructs, which are executed before the ones on the remaining levels of SubConstructs
[improved] the LWC can now control a turret (or stacked turrets) which have no weapons (so, you can place a radar 90 on a turret controlled by a LWC in order to rotate the radar toward the target)
[fix] When a shield projector is placed next to a shield color changer, it now connects the shield color changer automatically
[fix] When loading a blueprint and after having taking hits, the shields are now returning to their specified color
[fix] The external venting of turbos is now displayed correctly in the cylinder's tooltip
[lua] Due to the extensive modification on the SpinBlocks, the functions related to the Spinners and turrets have been largely modified (old functions still there, but shouldn't work for stacked SubConstructs)
[lua] SubConstructs now have a unique Id, such an Id will never be reused in the same blueprint. The turrets, pistons and SpinBlocks are now accessed using that unique Id
[modders] The blocks array have been removed, blocks are now accessible in 'ElementStorage' using the Local Position coordinates
[modders] It is now possible to mod the constructs thanks to the introduction of 'Modules' that are attached to the constructs (most of the existing modules can be replaced)
[modders] It is now possible to add new audio assets (they will now be loaded correctly even if not in the FtD directory)
[modders] it is now possible to add new types of turrets by naming its parts '
[ 2018-01-02 11:07:09 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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