We are back with another CLUSTER of bug fixes, tweaks and new features which we hope you will all like :D
A quick note before we get to the goodies. We have turned off Steam cloud sync as it has been causing some upsets and issues, this will remain off for the foreseeable future. :(
To continue with steam but the steamy type.
Gladyon has tweaked up our steam systems so that we can run them more efficiently. We can set the steam pressure to start with when spawning/pulling the construct into play/battle, and we can also set the material burn rate or use the auto-regulate function so that we reach the given pressure. This can be done via the boiler controller UI or ACB.
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We can also use ACBs to check the steam pressure of the closest boiler on the same construct, spin block and piston. Material consumption has also been tweaked such that the consumption is more efficient at low burn rates and less with high burn rates.
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Gladyon has also increased the volume that large boilers have to 10% more volume than 9 small, and huge boilers to 20% more volume than 25 small ones.
Steam engines now consume material in out of play while the vehicle is moving using steam jets or steam propellers, however, constructs will not consume material out of play for power generation if there is no turbine or generator.
Next, we have Nicks Cluster missiles, a new feature in From the Depths which I have covered here:
https://youtu.be/LmQtViNwqz0
In that upload, I go through how we create the parent missile that will fire off the child missile and also parent to fire parent+child to fire a child, and we can also use flares with missile interceptors inside them. What I did not cover is that we can have a small missile carrying small missiles or medium carrying medium and large carrying large.
We have three new components, the Cluster container controller, which allows us to set how our missile will behave and fire off any child missile.
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The Cluster container extension which gives us length and volume to hold our child missiles and the Cluster ejector which goes on any child missile or parent which is also a child missile eg: L holding M holding S the M missile is the parent and child at the same time in this case. You can find the stats on volume and size at the very bottom of the stats window, in the picture above you can see the stats and this L missile can hold 11m in length and 2.16m cubed volume. We will also see these stats on a missile which has the Container ejector installed, informing us how long in terms of Container extension length we need and volume on the parent missile.
A small example of a large missile that would fire 4 medium missiles which they would then fire off 4 small missiles each.
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There will be some tweaks coming to cluster missiles in terms of ammo costs for the extensions etc. We may also have a method to spread out the child missiles from the parent missile in future (like the ejector setup for missiles).
Nick has also started work on the achievements. The first step towards us unlocking achievements is the authoring of constructs and subobjects/prefabs.
As you can see from my most epic life-like sculpture of Beastman our business manager, in the top box we have Name and author. This is where all the details will go in regards to who made this and how many blocks were added by others.
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Draba has made a whole lot of changes ranging from ammo use, elevation, range, mat costs and a number of other stats to our simple weapons, you can see the list in the patch log section below.
He has also tweaked up the Signal Jammer and replaced this with a Sensor Scrambler ECM. This will use power and reduce the bearing/range accuracy of enemy sensors, however, the strength falls off with distance 80/67/50/29% at a range of 500/1000/2000/5000m, their strength stacks with each other.
Other changes to detection are: Visible, radar and sonar detection range is reduced to 30% for subconstructs.
Being close to the ground or sea surface decreases the radar detection range. Radar signature change increase from 75% at 0m to 100% at 50m.
Being high above the ground increases the radar detection range. Radar signature change increase from 100% at 50m to 135% at 400m.
Fav pick of pics. These were created and posted by Tourist in our discord channel. Very well made, so much detail has been put into these tanks its unbelievable. Well done!!
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: Pressure when spawned can now be configured (it will be the 'auto-regulated one').
: It is now possible to auto-regulate the material burn in order to achieve the given pressure (configurable using the boiler controller UI or an ACB).
: It is now possible to check the pressure of the closest boiler controller (on the same construct, spinBlock, piston, etc.).
: New 'Clear shells' action for the APS firing pieces.
: Material consumption is more efficient at low burn rates, and less efficient at high burn rates.
: Large boilers now have 10% more volume than 9 small ones.
: Huge boilers now have 20% more volume than 25 small ones.
: The minimum distance is now '1' (as it will select no block, there's no need for '0') [BUGS-1620].
: Steam engines now consume material in out of play when the vehicle is moving using steam jets or steam propellers.
: Steam do not consume material out of play for power generation if there's no turbine or generator.
: All non-water-only propulsion will now work fine in a closed room with an air pump [BUGS-1537].
: Turbo-charger buoyancy fixed [BUGS-1487].
: Winch description now indicates that it must be connected to the launchpad [BUGS-1438].
: [BUGS-1460] fixed an issue with mainframe naming on the AI interface.
: Removed the velocity estimate of the aim point for sea skimming mode and one turn mode to stop conflicts
: Fixed an uncommon issue with the deletion of a blueprint potentially breaking the UI.
: [BUGS-1565] Fixed a bug in the left click place, right click place build mode options when left mouse is held down.
: [BUGS-1614] UI line overlays are no longer affected by ambient lighting levels.",
: [BUGS-1484] barrel placement when 5 or 6 barrels is now perfectly symmetric/spaced.
: [BUGS-1497] Reduced some garbage allocations and moved some large calculations to background threads to make game run smoother in adventure mode and other modes.
: [BUGS-1570] Tweaked the way the water clarity slider works and how the underwater shader looks.
: [BUGS-1566] Building mode free paint issues corrected.
: authoring details to vehicles/structures/fortresses placed in 2.5.2 and beyond. This will be used to help with the unlocking of steam achievements.
: Added a quick edit button to save a copy of the suggested vehicle and open the designer ready to edit it
: Added a 'tag' system for story mission arcs to allow the automatic assignment of a player edited blueprint from mission to mission.