What is up Depthians!
Exciting news the long-awaited fire update has arrived in the stable branch! Now, alongside flamers, incendiary options for CRAM, APS, missiles, and even lasers are at your disposal.
As we dive into this blazing update, let's extend a warm welcome to four talented programmers joining our team! And before we ignite into showcasing the new features, we must express our deepest gratitude to our player base and the special community that supports us. We extend heartfelt thanks to Kap, also known as neekap, for crafting stunning new load screens, and to JustAWrench, Kev1n, Hawkins656, ApertureGaming and Lathland for presenting some epic clips that captures some fiery battles. We recognize the considerable effort involved in setting up these clips in-game, capturing angles, scenes, and the meticulous editing process.
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Rorsten will also be streaming at 2pm-5:30pm EDT to showcase and answer any questions about fire mechanics. Link to Rorstens Twitch https://www.twitch.tv/rorstenvt
On to this hot fiery update!
Fires inflict continuous damage and often pack more raw power than high-explosive rounds. They prove particularly effective against fast-moving targets above water, although their efficiency diminishes underwater. Additionally, fires weaken enemy armor, making them ripe for subsequent assaults.
You can now monitor fire activity on your or your enemy's vessel by pressing "V" while targeting and accessing the Fires tab, which displays active fires, remaining fuel, and oxidizer levels.
Utilize the debug fire tool by pressing "Z," selecting "debug fire," and then choosing a slot in your tool belt (Designer mode).
For convenience, customize the fire debug tool settings by selecting it in your tool belt and pressing the right mouse button to access further adjustments.
Flamers, being cost-effective and compact, lack effective countermeasures. However, their short range and gradual damage via fire ignition are notable drawbacks.
Furthermore, lasers now possess the ability to ignite blocks, and fire size adjustment is achievable with the Superheating Module. CRAMS now have Incendiary pellets, APS has been given Incendiary head and body modules, Missiles have also been given Incendiary modules. All except lasers can have incendiary and oxidizer adjusted.
Stay vigilant and adapt your strategies to harness the power of this fiery update!
Changelog
Fires
- Added fires. A fire is a group of cells that take damage over time. Cells below the waterline are extinguished
- Fire damage taken reduces the armor value of blocks, to a minimum of 1. X% total health taken as fire damage = (1-X)% armor left
- Fires spread when they destroy blocks, or if they have lots of fuel relative to their size
- Fires have 3 properties: fuel, intensity and oxidizer
- Fuel determines how much total damage a fire can do. The baseline is 1 fuel = 1 damage
- Intensity determines how much fuel/s a fire uses for every burning cell, and reduces the damage reduction of fire resistant materials. Fuel used/sec/burning cell is 1.5 * INTENSITY
- Oxidizer doubles the armor reduction effect of fires (50% fire damage taken reduces every block to 1 armor), and makes it possible for them to burn under water
- At 20 intensity 1 oxidizer is used for every 4 fuel over water, 1 oxidizer for every 2 fuel below water. Every 10 intensity increase also increases oxidizer use by 1/3 of the base
- Blocks have 2 new properties: fire resistance and flammability
- A fire with intensity below the block's fire resistance does reduced damage to that block. Damage multiplier: (INTENSITY - RESISTANCE * 0.15) / (RESISTANCE * 0.85), 0-1 range.
- Blocks with flammability above 0 add fuel to the fire for every unit of fuel used. Intensity of the fuel added is the block's fire resistance
- Wood has 10 resist and 80% flammability, 1 cell taking damage from a 100 fuel, 50 intensity fire: 25+60=85 fuel left, new total intensity is ~21.76
- Blocks generally have 10-60 fire resist, and 0-80% flammability
- High speed fans the flames, increasing fire damage done/fuel
- Big fires choke themselves out, reducing damage done/fuel. Reduction starts at 5000 total burning cells on a vehicle, minimum efficiency is 30% of the original.
- Added incendiary bodies to APS and missiles and incendiary pellets to CRAM. Their intensity range is 20-40, and they can also pack oxidizer
- APS and missile impacts ignite a fire around the explosion point
- Fires have an IR signature, a function of total fuel and intensity. IR guidance and AI hot point targeting can target individual fires
- A burning block colliding with another construct spreads the fire to it
- Added a tab to the V menu showing all the active fires on that vehicle/structure
- Added a designer-only character item for igniting fires
- Destroying fuel tanks ignites fires, fuel of the fire depends on the fuel level of the vehicle. Intensity is 20
- Destroying steam boilers and controllers creates fires, and weaker explosions. Intensity is 20, fuel is a function of the steam in the boiler chain
Flamers
- New weapon system: flamers
- Flamers use fuel, and ignite fires at short range. Cheap and compact for the firepower
- Flame speed is ~300 m/s, maximum range is ~400m
- 2 main block variants, both 1x1x4m beams: connection point in the back with +-35 azi and elevation range, connection point at the bottom with 360 azi and -10 to 89 elevation range
- Pipes connect the main blocks to tanks
- 3 tank types: fuel, oxidizer and catalyst. They increase fuel/oxidizer throughput and intensity
- Intensity without catalyst tanks is 20. 2:1 fuel:catalyst tank ratio is 30 intensity, 1:2 is 50, ...
- 2 tank sizes: 1x1x1 and 1x3x3. Smaller tanks are more compact and more expensive for the firepower
- Tanks can be chained, they can only connect to tanks of the same size and type
- Destroying flamer tanks ignites fires
- Tank lines have to be pressurized by adding compressors to their end
- Compressors use power, and have a variable power use
- Flamer pressure is the weighted average of the pressure of individual tank lines. Lower pressure means slightly lower range
Lasers
- Lasers have intensity instead of AP, and they are mitigated by fire resistance instead of armor. Damage multiplier is RESIST / INTENSITY, capped at 1
- Lasers ignite fires when they destroy blocks. Fuel of the fire is determined by flammability of the blocks destroyed, intensity by fire resistance
- Laser base damage is reduced to 50%, and smoke/shield reduction is much weaker
- Laser damage counts as fire damage, also reduces armor of the blocks damaged
- Laser fires don't add any oxidizer
- New laser component: superheating modulator. Can be placed on combiners, reduces base damage to a minimum of 75% and increases fuel of fires ignited to a maximum of 250%
- Short range combiner ranges from 100-500 to 150-600
Misc
- Wood base health up from 180 to 200
- Impact damage gets the same boost as explosions under water
- Local weapon controllers now have an alternate mode, they can control weapons up to 4 cells away in 2 directions
- Steam pipe durability increased
- Propeller hub overlay is only displayed in build mode
- Increased particle cannon damage output by ~4.2%
- Added target prioritisation options for plasma and flamer firepower
- APS projectiles have 20% more health
- APS flak damage reduced by ~11%
- APS flak warhead renamed to munition defense warhead, flak damage to anti-munition damage
- Missile interceptors do 20% reduced damage to projectiles under water
- Maximum turbocharger power/fuel bonus up by ~11%
- Limited maximum ring shield destruction energy to EFFECTIVE_AREA * 3000 (intensity is unchanged, 6)
[ 2024-05-03 13:46:42 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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