Really excited to release 2.4.5. It's been a really busy week since 2.4.4 and we've achieved a lot. The HUD/UI in normal mode and build mode has been updated, there is a great new feature where pressing middle mouse brings up loads of extra HUD visuals and gives you a mouse with which to interact with them (build mode and normal mode).
We've also added a way to save down user interfaces for later use (so you don't need to navigate back through menus to find them, or find blocks deep inside the vehicle). A lot of bugs have been fixed and a lot of other changes have been made which you can read more about below.
As for 2.4.3 and 2.4.4 I've made a video explaining the changes- you can find it here https://youtu.be/dVKxSJfGTp8
The main place to talk about this patch should be on the official forums here:
v2.4.5 [Add] : Strafe and hover commands added
v2.4.5 [Add] : Added %, <, <=, >, >=, == and != operators to the maths evaluator
v2.4.5 [Add] : Added input to get the last propulsion request to any drive
v2.4.5 [Add] : Added input with various time related values to breadboard
v2.4.5 [Add] : Added select manoeuvre component to AI breadboard
v2.4.5 [Add] : Added target bearing input to primary target info of AI breadboard
v2.4.5 [Add] : Breadboards maths evaluator can now use the same functions as other maths evaluators. Also added many extra functions to all maths evaluators
v2.4.5 [Add] : Electric engines can now use complex controls
v2.4.5 [Add] : You can now create a Build Guide in game by pressing Shift+Insert (re-mappable) when in build mode to capture the current vehicle as a state in the build guide. Holding the key for 3 seconds will wipe what you have captured. In the modding interface you can dump your capture into a build guide definition. Expect to see higher quality build guides in game shortly.
v2.4.5 [Add] : [REQ-113] A bunch of modal confirmation windows added to avoid exiting to the main menu by error
v2.4.5 [Add] : You can now 'collapse' a UI instead of closing it, it will be added to the HUD so that you can open it at any point in the future- very useful for keeping track of useful blocks and PIDs!
v2.4.5 [Change] : Ai tutorial and manual updated.
v2.4.5 [Change] : Inventory names reorganized and new descriptions given.
v2.4.5 [Change] : You can rename blocks in build mode using SHIFT + N. All blocks can now be renamed.
v2.4.5 [Change] : Perma-build and Perma-remove are now remappable, but bound to CTRL+H instead of middle mouse (you can rebind it where-ever you like, but I have plans for middile mouse...)
v2.4.5 [Change] : The basic controls tutorial has been updated and expanded to be a lot more useful.
v2.4.5 [Change] : A display of what the mouse buttons do is now displayed whenever an avatar item is selected
v2.4.5 [Change] : ACB UI tidied up a bit, to make it all display on screen at once (no scrolling needed)
v2.4.5 [Change] : Added block thumbnails to the inventory so you can search visually by appearance
v2.4.5 [Change] : Controlled weapon status glitches fixed- now displays correctly the number of missiles
v2.4.5 [Change] : HUD and inventory UI no longer use the one size fits all scaled UI system- now they fit on the screen and use your selected fontsize and button dimensions
v2.4.5 [Change] : Painted and renamed blocks will display their paint index and custom name in the tooltip now
v2.4.5 [Change] : Path View is no longer an avatar item, but an option which is toggleable from the HUD after pressing middle mouse button
v2.4.5 [Change] : Resource bar view remapped from R to CTRL+R but is now toggleable from the extended HUD mode after pressing middle mouse button
v2.4.5 [Change] : Ships wheel no longer displays the 'turn sail left/right commands', these are simply 'roll left and roll right' buttons (you can hook them up to control sails / roll / whatever you want).
v2.4.5 [Change] : Tidied up the main HUD and the building HUD
v2.4.5 [Change] : Using icons for most character weapons / items on the toolbar now
v2.4.5 [Fix] : [BUGS-685] Fixed all the command inputs in the ACB
v2.4.5 [Fix] : [BUGS-717] Electric engine power not considered by ACB
v2.4.5 [Fix] : [BUGS-719] ACB aerial AI related crash
v2.4.5 [Fix] : [BUGS-704] Possible crash when removing a pipe when using steam engines with really a lot of pistons (or a dozen huge ones)
v2.4.5 [Remove] : Melee attack has been removed
v2.4.5 [Remove] : The old tactical UI, opened traditionally with 'N', has been removed from the game
From the Depths - Steel Striders Anime Girls character pack From the Depths - Gone to Sea DLC
Available DLCs
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.
An expansive multiplayer and co-op element is planned for the coming months!
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
RECOMMENDED SETUP
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