What is up Depthians!! In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features. In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes. We also go talk about some news at Brilliant skies for the next month or so. https://youtu.be/sA-v_b9NYG4
Changelog
Additions
AI
- A troubleshooter has been added for the AI that will provide feedback if your AI does not match the capabilities of your vehicle - Naval and land AI now properly uses the yaw controller during reversing. - Naval and land AI now uses forward/backward controller during idling to bring speed to 0 m/s. - Point at behaviour will make reverse paths (sea/land) cheap (if reversing enabled) if we are too close to our target and pointing at them. - The path view for AI has been upgraded to show how the waypoints are adjusted by the various stages of the AI. The markers, if you mouse over them, will show tooltips.
Blocks
- Spin blocks have an option to reverse the angle controller value when moving backwards. Useful for large rudders on spin blocks.
Damage
- Added damage logging system (enable from vehicle V menu). It shows kinetic, HE, HEAT, HESH and fragment damage markers and explanations for each projectile/missile that hits the vehicle. Useful for debugging.
Missiles
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it is currently facing. - [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it was launched. - Added small and large reverse launchers.
Wheels
- Added a reset to default button for wheel configuration tab
Changes
AI
- Airplane movement idle distance is now unified with the wander distance mechanic, creating a circular wander for the out of combat vehicle. - All AI interfaces have been tidied up and now feature a full description of what the behaviour/manoeuvre does
Air Ducts
- Previous change reverted. All single air duct blocks have now had their HP value halved. 33 and larger lose 1/4 HP and weight. This puts them in their intended role.
Applique
- Applique armour can now create air gaps when hit centrally (the path of the projectile through the mesh is modelled). This means HEAT fragments and HESH spalling will be released from it. - Applique armour does not get directly damaged by HEAT jet penetration - Applique armour is structural for the purpose of HESH, increasing the AP of the spalling that will come from it (either released into its own air gap, or passing down the sides of the armour panels).
APS
- All fragmentation warheads are now forced to share cone angle and offset values, as these were always averaged across the warheads anyway - Shells without a pen fuse and using heavy, AP or sabot head will not explode on contact. They only trigger when they run out of kinetic damage - The APS ammo customisation UI has been updated to the new format - There is now a drop down in the ammo customisation UI to select the gauge of your weapons, and gauges that will fill the various clip sizes
Blocks
- Aileron and tailplane now use the absolute velocity of the vehicle, so they work the as expected when moving in reverse. - Hydrofoil, by default, will now work in reverse the same as it works in forward - Rudder, by default, will now work in reverse the same as it works in forward - The vehicle blueprint spawner can now spawn up to 100 vehicles instead of 10, and if you choose the max value there will be no limitation to the number of spawned vehicles
Ducts
- Ducts no longer absorb HEAT damage. They are treated like structural blocks for the purposes of HEAT.
ERA
- ERA no longer explodes below 50% health. ERA also no longer actually kills projectiles near it when it dies. - ERA rewrote. Projectiles (other than CRAM) have their explosions triggered by touching an ERA. An ERA-triggered explosion has 20% HE/FLAK damage/radius, 20% HESH thump damage, and 180 fragment release angle. The first HEAT jet or HESH implantation to interact with the ERA panel will be stopped in its tracks (HESH must be implanted onto ERA for there to be an effect). Kinetic hollow point damage will not take place if the shell explodes. Kinetic/hollow point damage of a kinetic shell that has not exploded at this point is reduced by 2500 to a minimum of 100 (this includes CRAM). EMP and smoke effects happen as usual.
Missile
- Huge missile efficiency and health modifiers down by 20% - [BUGS-2209] Beam riders now have the option of following other missile lasers on the vehicle, not just those attached to their controller. - [BUGS-2209] Laser designator receivers now output a velocity value to allow APN and TPG guidance to improve the chance of hitting a moving designated target. If you dont want this function just remove the APN and TPG from the missile. - The missile editing UI now uses drop-down menus instead of incremental sliders, where appropriate.
Fixes
AI
- [BUGS-3121] Empty manoeuvre UI now shows the wander distance, order complete distance and Use Velocity Instead of Forward toggle (which has now been changed to a default of off). - [BUGS-3129] Failsafes now have a default range of 500m for self-checks. Anything that was the old default of 50m will become 500m. - Look ahead distance for six-axis now only takes effect as we approach a final waypoint. This fixes issues using it in conjunction with sea surface pathfinding.
APS
- [BUGS-3135] Elevation mantlet is now able to fire at 100 elevation (previously this would be evaluated as a 180 azimuth angle and dis-allowed) - If you place a secondary HEAT warhead on the nose cone it will now work - The HE special factor slider is now only shown for HE warheads where it is actually used
Blocks
- [BUGS-3124] Slope transition pieces now all have the same convex seam across their top surface. - Mention of reinforcement bonus in the description was wrong on 2m,3m and 4m beams. This has been removed.
Breadboard
- [BUGS-2255] Drive setter component no longer sets drives where no input wire is attached
Building
- [BUGS-2243] Issue with build marker being rotated long after command was made - [BUGS-2971] its no longer possible to place a fortress at an odd angle
Campaign
- [BUGS-3119] Blockade battle start timers now tick down based on the game speed
CJE hull
- Hull parts have had their descriptions corrected and the cost reduced to +10 over standard parts.
ERA
- ERA is no longer marked as a structural component, and a HESH shockwave hitting a distant ERA panel will damage it like any other nonstructural block.
Exhaust
- [BUGS-2928] Hull exhaust pipes no longer connect to cylinders in directions that they should not
Fleets
- [BUGS-3117] out-of-play fleet vibration fixed Graphics - [BUGS-3089] Some minor issues with cut away views fixed
HEAT & HESH
- Multi-threading issues fixed in HEAT and hesh that stopped them releasing fragments on the first non-structural block they killed
Misc
- Multiple typos of the word manoeuvre fixed.
Missiles
- [BUGS-2173] Issues with sea skimming default guidance and APN fixed.. APN and target prediction guidance no longer run when the target is a default manoeuvre (such as sea skimming) (or when the target has a dummy velocity value of 0 (e.g beam rider aim points)). - [BUGS-2209] Designator receiver logic fix for lasers that control Missiles on this team. Should all work as expected now. - [BUGS-3112] GPP use of remote guidance is no longer double counted when several LWCs are controlling a missile controller. - [BUGS-3131] Missiles will no longer change their rotation when in contact with colliders and are no longer super bouncy. This stops them from clipping through their launching vehicle.
Multiplayer
- [BUGS-2956] fixed a number of multiplayer issues with pistons - [BUGS-3110] issue with undo of block removal fixed for multiplayer clients
Muzzle Brake
- The description mentioned a reduction in speed. This is incorrect and has been removed.
Particles
- All particle systems will now use the Particles factor and Auto-regulation performance options
PID
- [BUGS-2938] Fake set point for altitude in AI hover controller now goes from -1000 to +3000 (as per GP PID)
Repairing
- [BUGS-2912] Fixed an issue with large turrets not repairing on specific vehicles
Sails
- [BUGS-2942] Wind speed was not properly taken into account for the useful component of force on a sail (sailboats faster now). The weather vane now shows wind speed as well.
Shields
- [BUGS-3111] Shield reflections causing explosions of inertially fused shells to happen at local coord [0,0,0] fixed
Steam
- [BUGS-2815] Idle steam turbine tooltips show correct kinetic energy values - [BUGS-2943] Steam jet particles now come from the correct place when placed on a sub construct - Smoke leaking from 4m pipes will now exit at the correct location
Turrets
- [BUGS-3101] turrets and spinners now check overlaps at integer degree steps (1,2,etc) to avoid some turrets managing to rotate when they shouldnt, and becoming very unpredictable.
UI
- [BUGS-3087] drive slider in propeller (and other) UIs no longer disappears after visiting stats tab
Video
- [BUGS-2880] Youtube videos are working again
Weapons
- [BUGS-3116] Fixed a recursion issue in synched weapons when they are synched with each other and dead
Removed
AI
- Tank broadside behaviour no longer selectable. Its the same as naval broadside behaviour (now called Broadside 2.0) so use that instead.
[ 2021-03-29 14:55:37 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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