What is up all you awesome people! It is finally here, the update most of us have been waiting for and talking about: The Laser Rework! And an epically long list of bug fixes, tweaks and other additions to From The Depths. We have also switched up a number of UI elements and many new icons giving From The Depths a fresh look that even the White Flayers were over the moon [strike]and sacrificing mainframes[/strike] with joy!
We do understand that this new look may not be everyones cup of tea and as always, we are here listening (reading) and paying attention to concerns, dislikes and welcome any awesome suggestions you guys have to improve any aspect of From The Depths.
Before we continue, we would like to thank you all for your support, suggestions and bug reporting.
We have overhauled the lasers which has been discussed since May, so if you missed that you can find it here. If you did miss it and feel like youve missed your chance to voice your ideas on the whole thing, then perhaps you should visit the main forum a little more :) However, as Ive already said we are here, reading and waiting for your feedback.
While our current installed laser systems will show less damage output per shot (DONT PANIC!), lasers are also using less energy per shot, meaning we can trim down our power houses and extend our lasers or install more shields/increase their power. Lasers are also at a fixed 0.05 inaccuracy, and the focusing optics reduce the damage loss over long distances, which is calculated as follows: for every 10m in air 3% /(2+FOCUS_COUNT) and if the laser is passing through water it would be 20x that. The rest of the changes are as follows for all thing's laser related and anti-projectile/missile:
APS flak damage increased by 25%
CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
Missile body component health doubled
Missile interceptor damage increased by 25%
Focusing and steering optic cost up from 20 to 50
Frequency doubler cost up from 50 to 200
Laser cavity costs down from 40 to 20 materials/cubic meter
Laser pump costs up from 20 to 50 materials/cubic meter
1 laser energy is 1 damage for pulsed, 0.5 for continuous
1m/3m laser pump power use decreased from 100/300 to 40/120
1m/3m pump energy/second decreased from 100/300 to 20/60
Cavity energy storage down from 200/800/8000 to 100/400/4000
LAMS node damage penalty removed
Max size of optic meshes reduced to 60%, now the entire line is the same size (steering optics now do not form cones)
Maximum firing angle is smaller for longer optic lines
Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
Continuous lasers still do half the raw damage of pulsed, but they have double the AP
Laser shields do not directly absorb damage; they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
Laser shields now do not use energy, only power
A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
Smoke dispensers have 65% density/layer
Effective smoke density is reduced to 75% against wavefront lasers (so 30% instead of 40, for example)
Wavefront adjuster slider removed, now it reduces base damage to 50%
Wavefront lasers retain 4x the AP after hitting shields compared to a normal one (100% AP against strength 1, 20% AP against strength 10)
And if you think that was all we have done in the past two weeks then you should think again! We have created a new block type, The VideoBlock, which gives us a camera feed that can play local videos and YouTube, so you can watch your favourite anime while you traverse the 7 seas "liberating" Neter. You can also use the cameras attached to your turrets to see what they are pointing at and even from drones, which is awesome for recon flyers! I have to say I am in love with this block!! Its EPIC!
APS have some more changes that deserve mentioning here: HE, Frag, EMP and also Flak warheads now have 2AP from 0.1
We also have a configurable ACB controller which can control 12 ACBs, and we can set a mainframes behaviour using ACBs which was a suggestion by you awesome people. Another suggestion was to make the avatar immortal in designer mode, which can be toggled in the "Misc" tab.
Among the plethora of other bugfixes that you have all reported, namely missiles were not heading towards the targets due to increasing the max FPS setting, missile tutorial could not be completed has been fixed.
Barrels exploding while shooting its own projectile and visual glitches like black wood and railgun parts were not at the correct position / angle.
The advanced ammo controller ID was not being displayed has also been resolved, and Spin block torque was causing an issue on a number of constructs has been sorted.
We have also resolved the fluctuating battery bug along with, constructs that have been teleporting all over Neter, which has been reported by numerous members of the community.
We have done many tweaks and additions from what you awesome people have been telling us, and these can be found further down.
Lastly, we come to what is going to be happening at Brillant Skies for the next two weeks. After compiling a list of frequent suggestions and issues some players were having, we shall be working on the following among a number of other issues and additions.
One of the most discussed topics on discord is steam balancing. We have read so many awesome ideas and suggestions and the most common is scaling up steam power, leaving small engines as they are but making it far cheaper to run steam as you use larger boilers, sacrificing space for efficiency like turbocharger fuel engines. Another idea has been to make steam engines use less material as they spool up, which would allow more highly efficient slow spooling engines and much less efficient fast spooling engines. We shall have some changes for the next DevTest build, which you can all check out soontm and leave us your feedback here. Please remember to check the other topics in case someone has listed the same thing already, and if so smash that vote button.
Some of the suggestions that will be ready for our next DevTest build are:
Numerous breadboard updates with requests from the community including more target information, memory component which will store values when the construct its spawn in, logic gates and the most common suggestions is to drag and drop function for components along with dragging components into position instead of constantly snapping to the grid.
There has been talk about tank tracks for next DevTest build too! Which is something that is always popping up as a suggestion from our epic tank building community
Some other interesting news, Gladyon is fixing bugs fulltime with us and the last time I checked with him, he had squished over two dozen bugs!
A little sneak peek much further down the road the campaign will be getting looked into, the garrison areas may be removed and the AI constructs that would be there may be able to roam around dynamically. So that means the AI will also be getting looked into! Tutorials are also listed to be revamped and we should be getting a road map very soon too.
I have also been hearing about Ship girls and how much Nick loves them.
This creation is by Arkhangelsk, that was posted on our Discord, which I think is awesome!
The full list of patch notes:
v2.4.7 [Add]
[ 2019-07-26 17:29:46 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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