HELLO DEPTHIANS.
The camera update is now in the alphatest build. Please note that by going into alphatest you fully accept that stuff can break and might be changed.
Also this update has been in testing for a very long time, we've had it at gameshows, we've watched 10000 hour veterans and 0 hour noobs; Veterans, you will be fighting your muscle memory to begin with! Noobs, don't click around randomly!
Experimental testers, thank you very much! You'll need to right click on any keymaps that have had their defaults changed in the options.
Microsoft OneDrive continues to be a royal pain. If you are experiencing issues like crashes or strange behaviours in game then please use the support system or go to the help channel in the discord or give me (Sean) a DM on there and I'll try to help! There is a workaround to bypass your Documents shell path if need be until we have a way to move the profile to avoid this in the future. Many people assume they don't have it when infact windows updates have stealth installed it and it has indeed hijacked a shell path. The issue is that it places file locks which prevents the game from being to access files it needs resulting in all manner of problems.
With that information firm in your mind, lets continue...
So rambot is now something that is an optional spawn (unless the scenario or instance is designed to have him spawn automatically. World editors, this is something you need to look out for. There are new options for spawning on spawn points and for the instance itself. You'll want to select "Player AND avatar" on any spawn points so that both the camera and the avatar can spawn there.) You can spawn rambot by pressing Shift + G by default. It's best to do this on a focused vehicle.
Heart stone energy now governs rambot's weapons. Being on a friendly vehicle will preserve the energy state but a heart stone is needed to recharge. Depending on the game mode rambot can still die if energy is 0. We'll probably be tweaking this as time goes on but to start with its very strict and something like the chaingun will burn through energy very quickly.
To select a vehicle to focus on, we look at it and left click on it. This then focuses the vehicle and uses a default orbit camera that is placed above the vehicle (if no other camera has been set.)
The little green marker here is our camera position. To unfocus the vehicle just left click anywhere off of it.
Once focused we can take control of a vehicle if a vehicle controller exists on it by pressing Left Ctrl by default. (Note all keybinds are editable in the options)
When we are in control a green vignette appears briefly. Again the opacity of this is configurable in the options.
If we right click we can control weapons. Control of weapons is indicated by a red vignette. Please note you can also click on the weapon groups now on their icons and there are more of them.
Please note the default vehicle control keys have changed to something people are more familiar with in other games.
Pressing Tab will cycle through any configured cameras.
Camera positions can be edited using these buttons (yes they are buttons) in middle mouse mode or you can store a position at your current position using Ctrl + Tab by default.
In camera edit mode you can add more advanced options to the camera. Some of these are very useful for things like fighters where you want the camera to be less aggressive!
The binoculars are now built into the camera, just use the mouse wheel to zoom in and out.
Enemy information is now displayed when you place the mouse over them. You can focus on an enemy and order an attack by left clicking on it. To unfocus just left click anywhere off it.
That's the main stuff! If I think of anything else or I'm made aware of anything else I'll add it to the stable post whenever it goes stable. Feedback can be provided in the alphatest forum on the discord. Please make sure you aren't making duplicates by using the search function before you post.
With regards to campaign there will be a few changes coming to address some of the issues raised by players. In this patch diplomacy values are adjusted. By stable the area of enemies drawn into combat will be increased to bring more of the approaching enemies into combat. Defence platforms are being added (per difficulty) to HQs, those are being worked on at the moment.
Other Patch Notes
A lot of bugfixes and work hasn't been logged properly. We've been split between projects (announcement of a new game in Januaryish. No it is not FTD related.) and had a high amount of staff changes. Apologies for this but many, many bugs reported have been addressed. Thanks to everyone who has reported them!
Changes
Tutorials, The initial tutorial has been split into two tutorials: one for camera controls and one for avatar controls. Other tutorials have been changed as needed.
Additions
CRAM, 2,3,4,5 way connectors added. Build guides, Voice overs have now been recorded and added to all build guides. Diplomacy, Changed diplomacy material amount given to 30% value from 80% value. Armour Refit, Added warning about requiring materials to perform the refit.
Cameras
Additions
Camera, The camera-system has a new mode that can easily focus a construct with customisable camera points
Changes
Camera, There is a specific free-camera mode that can be used to move the camera around the world Camera, Construct camera points can be set to be maintained above water Camera, Construct camera points can be set to hide your vehicle during weapon aiming if your construct gets in the way to maintain your line of sight Camera, Construct camera points can be set to visually tunnel through your vehicle during weapon aiming to maintain your line of sight Camera, Construct camera points can be set to move forwards when aiming to maintain your line of sight Camera, Construct camera points can be set to ignore vehicle roll, pitch, or yaw. Camera, Construct camera points can be named / moved / rotated. Camera, Construct camera points can be easily 'saved' using CTRL + TAB to snap them to the current position of the camera Camera, Construct camera points can be easily 'loaded' using TAB to snap the camera to the saved position Camera, Construct camera points can be easily moved using WASD ALT and SPACE when not driving vehicles Camera, Primary camera modes can focus enemy vehicles by left clicking on them. Avatar, The avatar has been made optional. You can spawn/dismiss the avatar easily in most game modes. Avatar, The avatar uses energy when firing his avatar weapons. When his energy is below 20% his weapon will not fire. Heartstones are used to replenish energy. Energy will is used for life support when away from a friendly vehicle. Avatar, The binocular item has been removed. Zooming is available at any time in any of the primary camera modes by using the mouse wheel. Vehicle control. When your avatar is on a vehicle or your construct-mode camera is activated on that vehicle you will control whichever vehicle controller is closest to the camera. This is to make it easier to drive a vehicle without needing an avatar present/in position. Vehicle control, CTRL activates/deactivates vehicle control mode Vehicle control Vehicles are now driven using the WASD (QE) (FR) (TG) keys not UHJK (YI) (IK) (OL) as before Vehicle control There is now a green vignette in the corner of the screen when in vehicle control mode to remind you that you are in vehicle control mode Weapon control When your avatar is on a vehicle or your construct-mode camera is activated on that vehicle you will be able to control all weapons on the vehicle. Weapon control Right click activates/deactivates vehicle weapon mode Weapon control There is no 'off' / 'AI' slot for weapons anymore. Deactivate (right click) weapon mode to stop aiming/firing. Weapon control With the mouse cursor visible (middle click) you can aim weapons using the mouse cursor. In free look mode you can aim weapons using the centre-of-screen cross hair. Weapon control There is now a red vignette in the corner of the screen when in weapon control mode to remind you that you are in weapon control mode
Campaign Log Dump - Note there could be duplicates
There are more updates due over the next month or two that'll trickle in via small updates. Thankyou to Kotl, Kotl helpers and players who have worked on bounties!
[Neter]
Ransack (DWG): Removed decorative, non-functioning guns. Primary APS ammo updated to incendiary, other minor updates. Adventure difficulty increased to 20-40 from 15-35. Ennui (TG): Overhauled; still retains its original design concept but now with more modernized technology. Difficulties unchanged. Lachesism (TG): New godly sub; a large weapons platform using PAC/APS with complementary spotter drones. Adventure difficulty 70-100. Armageddon Protocol (SD): New godly plane; twin Velocity planes that deploy nukes capable of pursuing targets at any altitude, including underwater and in space. Adventure difficulty 60-100. Updated Felix vehicle controller to be for air units. Pulverizer (WF): Removed non-functional laser tracer, replaced with wireless snooper, added 1 extra GPP for 100% efficiency. Conduit (LH): Updated with repair tentacles to handle build jobs. Current (LH): Retired as Conduit now handles all its functions. Gamma Squad (LH): New submarine, easy difficulty; a trio of PAC submarines. Adventure difficulty 20-40. Aurora (SS): Fixed invisible glass on cockpit. Novgorod (SS): Updated scuttling to properly scuttle when sitting on water. Kobold (GT): Minor, generalized updates. Wasp (GT): Fixed scuttling to properly scuttle when landing in water. Hypernova (SD): Fixed a couple untethered decos. O.C.P.L.A.C. (SD): Potential fix for spawning too high and failing to stabilize before hitting gravity. Complementary nuke BP and singular version of the Velocity nuke carrier have been added to files. Sinners Luck (DWG): New godly difficulty ship; large houseboat-style with a plethora of CRAM broadsiding. Adventure difficulty 20-40 Tug of War (DWG): New godly difficulty ship; large gun platform with a spinal-mounted, high RoF APS cannon. Adventure difficulty 20-40 Stronghold (OW): Firing restrictions set for turrets, tuned active defenses. Warden (OW): Minor aesthetic updates. Pontus (WF): Bugfixes from previous committal. Firefly (LH): Retired, replaced by Thunderbolt (see below) Gigawatt (LH): New hard difficulty ship; a large water skimmer with a plethora of weaponry. Adventure difficulty 55-75. Skyscraper (LH): Aesthetic overhaul; this is a cosmetic building. Thunderbolt (LH): New medium difficulty plane, replaces Firefly. Adventure difficulty 15-35 Tempest (LH): Updated with missile decos, improved laser efficiency, and reworked surge protector layout. Asphodel (SS): Updated missile settings, improved armouring, redesigned radar dish somewhat Balmung (SS): New hard difficulty ship; alongside Nothung (see below), replaces Rhea. Adventure difficulty 55-75 Cyclone (SS): Updated hydrofoils and fixed turning issues it may have had. Nothung (SS): New hard difficulty ship; alongside Balmung, replaces Rhea. Adventure difficulty 55-75. Reefshark (SS): Various fixes/improvements alongside changes to AI behaviour. Rhea (SS): Retired, replaced by Balmung and Nothung. Nimbus (GT): Updated missile interceptor parameters. Onslaught (GT): Improved roll control. Peacekeeper (GT): Now serves as the HQ for Tribe of the Iron Storm. Any other spawning of it has been removed. Venator (GT): Overhauled, but still retains its difficulty levels. (Medium, adventure difficulty 45). Crucible (SD): Fully retired, info removed from editor. BP remains in files. Lepton (SD): Minor updates. Davy Jones Outpost (DWG): Fixed some odd paint and refinery piping. Smoker (DWG): Optimised AI connection (DWG economy saved) Buzzsaw (WF): Saws should now spin properly. Earth Raker (WF): Melee weapons should now spin properly. Pontus (WF): Redesigned, now uses steam drills. Black Current (SS): Fixed frontal VLS altitude restrictions. Guernsey (SS): Greatly improved in terms of weaponry and aesthetics; should spawn in the water more appropriately to not smash into its spotter plane subvehicle. Alchemist's Lair (GT): Adjusted scuttling. Magnetar (SD): Added scuttling and speed metrics. Fishing Hole (DWG): May be a repost of one that was previously submitted, but the fortress has been vastly overhauled. Sinner's Outpost (DWG): Redesigned; this version has also replaced the version used in the DWG story missions. In turn, the duplicate Sea Cobra in those missions has been removed. Halberd (OW): Fixed disconnected AI/detection pieces. Stronghold (OW): Heavily updated; firepower focused back on CRAMs, slightly improved AA, reduced block/volume count slightly. Warden (OW): Redesigned, but retains its original purpose. Wrecker (WF): Redesigned and modernized; difficulties unchanged. Amusement (TG): Redesigned; difficulties unchanged. Euphoria (TG): Breadboard logic fix for PAC. Impulse (TG): Breadboard logic fix for PAC. Cherenkov (LH): Minor updates, should shoot itself less. Conduit (LH): Redesigned, still remains a cargo craft. Coulomb (LH): Redesigned, burst laser hydrofoil ship. Medium difficulty, adventure difficulty 40. Aerotyrant (SS): Fixed hole in windshield. Sacrilego (SS): Minor deco fix. Stralsund (SS): Corrected missile interceptor receiving on wrong channel. Watchman (SS): Redesigned; difficulties unchanged. Crivetz (GT): Redesigned; medium difficulty. Nimbus (GT): Redesigned; hard difficulty. Pelekan (GT): Iron Pelican replacement; hard difficulty. Pyre (GT): AI fixes. Warbird (GT): Redesigned; medium difficulty, may increase in difficulty with future updates. Casimir (SD): Redesigned; medium difficulty, adventure difficulty 16. Lepton (SD): New SD drone, replaces Star Cry; hard difficulty, adventure difficulty 10. - RZ descriptions for Quest for Neter have gotten some grammatical fixes. - Removed Annotations from Kookie Kestrel, Peacebreaker, and TGS version of Ghost Fixed scuttling for LH Cherenkov. Updated scuttling for Sunfish and Monkey Barrel. - Updated default Ghost with a more optimised shell. - Added Ghost TGS variant to a new built-in folder. - Attack on Conger MP mission actually spawns the Conger appropriately now. Fishing Hole (DWG): Entirely redesigned, heavily improved in both functionality and aesthetics. It even has fish! Veles (WF): Redesigned; a large, Zealot-style rammer with melee PACs and grinders. Hard difficulty, adventure difficulty unchanged. Disgust (TG): Various LWC fixes, updated missiles. Fear (TG): Overhauled with a new torso, major cosmetic updates. Gravitas (TG): Added mainframes to shield plates. Black Current (SS): Updated towed decoys to (hopefully) not get stuck, minor aesthetic updates Bullshark (SS): Potential fix for missiles getting stuck. Megalodon (SS): Air pumps should now always remain active. Aardwolf (GT): Improved EMP protection, steam engines more efficient. Hobgoblin (GT): Comprehensive overhaul to upgrade weaponry. Difficulties unchanged. Iron Gate (GT): Entirely remade; hard difficulty, adventure difficulty unchanged. Thunderclap (GT): Entirely remade; godly difficulty, adventure difficulty 80. Venator (GT): Deco cleanup, EMP insulation improved, block optimization. O.R.I.O.N. (SD): New small bombardment satellite using APS as its weaponry. Easy difficulty, adventure difficulty 20 Proctor (OW): Updated firing restrictions, should shoot itself less. Cherenkov (LH): Slightly increased missile firepower, EMP routing protection improved, removed disconnected invisible missile gantries. Asphodel (SS): Further updates to the recently-submitted version; I apparently forgot to commit this. Bullshark (SS): Potential fix for missiles getting stuck.
Story Missions
- Player stock craft have been improved/stabilized and use the updated connection logic. - Player stock aircraft (Kookie Kestrel, Peacebreaker) now have an ACB to set main drive to 100% at the start of the mission. This is to prevent possible nosediving/instability before the player can react. - SM (story mission) designs are now using the updated connection logic. Most that used mimics have had those converted to deco, improving performance slightly by virtue of lower block count. - Most if not all SM craft should now have more appropriate scuttling. - Some SM craft had superfluous components that weren't needed for the missions (such as flares) and these have been cleaned up a bit, which should improve performance on some missions. Note that there may still be a few flares and such. - SM craft using APS have had some range restrictions applied in some cases to reduce the likelihood of a cheap shot ruining the mission. - Most SM ships now desire a shorter broadside range for engagement, should help improve interaction. - Material allowance for most missions and par times for a few missions have been adjusted a bit. - Some spawns in missions have been made a little closer to improve interaction time, others have different spawn locations for follow-up waves to make it less likely for them to spawn on/adjacent to the player. - DWG mission Cargo Calamity now has 3 Shrikes in its second wave rather than 2 Shrikes and a Felix. - SS mission Martyrdom now has an additional Martyr in the last wave. - New mission version of the Allegiance to replace the original version in the SS mission A Prowler's Torment. No actual changes aside from the aforementioned range adjustments. - New mission version of the Chorus to replace the Retarius in the SS mission A Hornet's Memoir. This version is heavily altered to use propellers instead of jets, and missiles also adjusted. Other superfluous parts not needed for story missions was also removed. The mission also features another Harpoon in the second wave. - New mission version of the Catshark added to replace original version in the mission; turns out it could just solo the SS mission Breakneck Blitz if it wasn't unlucky so I had to nerf it a bit to be slower, no LAMS, less RoF on guns, and one less L torpedo. It still nearly solos the dang mission, might look to nerf the shells next if necessary. - SS mission Circuit Breaker now has an improved coal factory that shouldn't be buried partially into the ground, and by virtue, also more durable. There's also another Felix bomber, and the distance that the DWG units need to travel has also been increased. - SS mission Ace Combat has another Drake that spawns with the Piraiba, and there will now be reinforcement waves. These craft aren't necessary to kill but ignore them at your own risk; they'll pile in before you know it!
Aote
Accuser (WF): New Priest-style APS tank. Adventure difficulty 25-85 Acolyte (WF): New Priest-style PAC tank. Adventure difficulty 20-80 Pariah (WF): New Zealot-style APS tank. Adventure difficulty 30-100 Ravager (WF): Overhauled, Priest-style APS tank. Adventure difficulty 25-100 Reaver (WF): Overhauled, Zealot-style command tank. Adventure difficulty 20-80 Karambit (DWG): New Sand Scorpions autocannon tank; adventure difficulty 25. Khopesh (DWG): Reduced adventure difficulty. Shotel (DWG): New Sand Scorpions tank destroyer, replaces Taipan. Adventure difficulty 45. Pilgrim (WF): Added repair tentacles so it can actually do repair jobs. Saviour (WF): Decoration update. Slayer (WF): Decoration update. Beholder (WF): Redesigned, priest-style elite tank. Forsaken (WF): Redesigned, zealot-style standard tank. Inferno (WF): New zealot-style tank. Pilgrim (WF): Redesigned, cargo tank. Rapture (WF): Redesigned, zealot-style tank. Salvation (WF): New priest-style tank. Smite (WF): Redesigned, zealot-style suicide tank. Hadron (SE): Renamed to "Thor". Jackal (SE): Fixed IFF connection. Orion (SE): Renamed to "Janus". Harasser (WF): Entirely remade; an armoured car using a flamethrower and a deployable nuke. Adventure difficulty 30 - Fixed an issue where an archived design was still in a pre-deployed SS fleet. Fixed for both versions of the campaign.
[ 2024-12-10 12:25:35 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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