Stable 3.8.0.1
This is basically an AI update. We've spent a lot of time getting waypoints and collision avoidance working a lot better. There are also a few more goodies thrown in. As with every update you might need to close down steam entirely to get it to show the download promptly. Added: Collision avoidance - Added a bearing/heading collision avoidance routine where vehicles will turn to avoid each other. This complements the existing vertical collision avoidance which orders pairs of vehicles to change altitude to avoid one-another. UI - Increased the fidelity of path view mode showing each alteration that collision avoidance / altitude adjustment etc make to the waypoint. LWC - Added minimum block count limit and minimum speed limit to the existing slider. Breadboard - Added a time of day module for outputting the time of day. Breadboard - Added a target volume output to the target info module for AI breadboard. Fixed: Collision avoidance - Fix to the aerial collision avoidance where the choice to avoid only friendly units would result in only avoiding enemy units. UI - Fixed an issue causing path view tooltips to not show up when in fleet control mode with a unit selected. Multiplayer - Adventure bell ringing noise is more audible and triggers correctly on clients. Multiplayer - Munition decorations for missiles now spawn in correctly on clients. APS - Bug with 2m mantlet fixed where the tooltip was displaying incorrect max possible elevation. Target Prioritisation - Bug fixed where the bonus to current slider couldn't go negative. Changed: Pathfinding - Paths that finish in unsuitable terrain (water depth or land height issues) will never be selected, but paths that travel through these areas can still be chosen if the starting point of the vehicle is also unsuitable. Collision avoidance - Fixes to the system that determines when an aerial collision is likely to take place. Collision avoidance - Collision avoidance option is no longer ON/OFF/FRIENDLY ONLY. You can toggle avoidance for FRIENDS/ENEMIES and toggle ON/OFF each different routine. AI - Point at and maintain distance behaviour tries harder to find a suitable place to position the original waypoint when the waypoint is inaccessible due to land height /water depth. Pathfinding - Pathfinding will move the final path node onto the goal position to make pathfinding more accurate when a large turning circle is selected. Pathfinding - Pathfinding will effectively reduce the turning circle variable when close to the end point to increase the accuracy of getting to the waypoint. Cutaway - Changed increments in UI to 0.5. Decorations - Changed allowed decotabs on a block to be 200 from 32. Removed: AI - Removed the practically unused support for multiple terrain pathfinding end points to simplify pathfinding.
[ 2023-10-26 20:10:57 CET ] [ Original post ]
**Stable 3.8.0.1**
This is basically an AI update. We've spent a lot of time getting waypoints and collision avoidance working a lot better. There are also a few more goodies thrown in. As with every update you might need to close down steam entirely to get it to show the download promptly. Added: Collision avoidance - Added a bearing/heading collision avoidance routine where vehicles will turn to avoid each other. This complements the existing vertical collision avoidance which orders pairs of vehicles to change altitude to avoid one-another. UI - Increased the fidelity of path view mode showing each alteration that collision avoidance / altitude adjustment etc make to the waypoint. LWC - Added minimum block count limit and minimum speed limit to the existing slider. Breadboard - Added a time of day module for outputting the time of day. Breadboard - Added a target volume output to the target info module for AI breadboard. Fixed: Collision avoidance - Fix to the aerial collision avoidance where the choice to avoid only friendly units would result in only avoiding enemy units. UI - Fixed an issue causing path view tooltips to not show up when in fleet control mode with a unit selected. Multiplayer - Adventure bell ringing noise is more audible and triggers correctly on clients. Multiplayer - Munition decorations for missiles now spawn in correctly on clients. APS - Bug with 2m mantlet fixed where the tooltip was displaying incorrect max possible elevation. Target Prioritisation - Bug fixed where the bonus to current slider couldn't go negative. Changed: Pathfinding - Paths that finish in unsuitable terrain (water depth or land height issues) will never be selected, but paths that travel through these areas can still be chosen if the starting point of the vehicle is also unsuitable. Collision avoidance - Fixes to the system that determines when an aerial collision is likely to take place. Collision avoidance - Collision avoidance option is no longer ON/OFF/FRIENDLY ONLY. You can toggle avoidance for FRIENDS/ENEMIES and toggle ON/OFF each different routine. AI - Point at and maintain distance behaviour tries harder to find a suitable place to position the original waypoint when the waypoint is inaccessible due to land height /water depth. Pathfinding - Pathfinding will move the final path node onto the goal position to make pathfinding more accurate when a large turning circle is selected. Pathfinding - Pathfinding will effectively reduce the turning circle variable when close to the end point to increase the accuracy of getting to the waypoint. Cutaway - Changed increments in UI to 0.5. Decorations - Changed allowed decotabs on a block to be 200 from 32. Removed: AI - Removed the practically unused support for multiple terrain pathfinding end points to simplify pathfinding.
From the Depths
Brilliant Skies Ltd.
Brilliant Skies Ltd.
2020-11-06
Action Indie Strategy RPG Adventure Simulation Singleplayer
Game News Posts 197
🎹🖱️Keyboard + Mouse
Very Positive
(9442 reviews)
http://www.fromthedepthsgame.com
https://store.steampowered.com/app/268650 
The Game includes VR Support
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
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
- 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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