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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
So pleased to release this huge update to the stable branch. Land vehicles, mod support, multiplayer improvements, improved player movement (and stairs!), balance changes, CIWS turrets and bomb chute barrels are among the hundreds of changes.
You can view and share mods here - and steam workshop support for them will be added shortly.
[Improvement] Wheels controllable by piggybacking onto water mode or air mode propulsion
[Improvement] Resource zone resource growth rate is now constant again- rather than increasing when the zone is empty
[Improvement] new control options added to the Automatic Control Block
[Improvement] Mod support added to the game
[Change] Ammo router no longer required for the Advanced Projectile System
[Improvement] Stairs block added"
[Improvement] Rambot avatar can now cling to his vehicle (which is the default movement mode). Press \\ to change mode. Double tap space to release from vehicle
[Change] Scuttlebot avatar removed from the game
[Improvement] replace block now works in multiplayer
[Improvement] Prefabs now work in multiplayer
[Improvement] Sub object save and load now works in multiplayer
[Improvement] Weapon control is better in multiplayer
[Improvement] Client movement is controlled client-side in multiplayer so is lag free
[Improvement] New hand holding tutorial system added to lead you through the tutorial resources available
[Improvement] New sound manager system added which has nice effects and models speed of sound
[Improvement] support added for land units and all terrain vehicles as forces and fleets
[Improvement] Bomb Chute barrel for Cram cannon added
[Improvement] Significantly increased the FPS when on the map
[Bug fix] land should no longer disappear from beneath the player or vehicles
[Change] the way sails are placed has changed a bit- some may well now be broken- sorry about that
[Improvement] Prefabs and sub objects now stored in individual files
[Change] Missile drag decreases from 100% at altitude 0m to 50% at altitude 300m and then 0% at altitude 500m. Ability to turn using fins decreases from 100% at 300m to 10% at 500m
[Improvement] Projectile follow camera is now an orbital view of the projectile / missile
[Change] Lasers can damage out to 10km now- not just 3km
[Change] Raw resource storage containers now store 2k resource per meter cubed- not 10k
[Improvement] game config sliders for resource storage and overall damage scaling
[Improvement] You can pause the game at any time by pressing F11- you can still move the camera and look about
[Change] vehicle drag is reduced from 100% at 300m altitude to 10% at 500m altitude (where air density reaches 0)
[Improvement] event outcome likelihood is now customizable in the map editor
[Improvement] Resource dump levels are now controlled by the server and synchronized to the players
[Improvement] Retrofitting is enabled in multiplayer games
[Improvement] Resource supply distance based on the force's resource storage capacity
[Improvement] There is now the option in the V menu to disable the removal of water effects due to air pumps
[change] APS Autoloaders now have a bonus to reload speed for the larger variants, roughly 40% of the previous size
[Improvement] Several new player skills/buffs have been added, structure inplace for more in future. Current new skills that work are Gunnery, Sea Captain, Gun smiths, Salvo Batterries, Naval engineering, Aerial engineering and Astro enginerring
[Improvement] tooltips enabled for enemy vehicles in the fleet control UI.
[Improvement] Close In Weapon Support (CIWS) AI weapon controller added for firing turreted APS at missiles
[Improvement] Control block can now force all weapon types to fire
[Improvement] LCW shots per second limit is now 40 instead of 2. Not sure why it was ever 2
[Improvement] Vehicle on vehicle collision bugs ironed out
[Improvement] when you give orders to your vehicles they will sort of speak back to you. There are four personalities associated with the four modes: water, air, land, all terrain.
[Bug fix] bug fix regarding fog of war view distance for dead blueprints
[Improvement] build bar / favourites list works in multiplayer now
[Change] Missile explosive warhead damage doubled from 200 to 400 per warhead
[Change] You no longer need a patrol AI card to give orders to the AI- so the card is now obsolete
[Change] User interface for fleets and forces simplified and unified quite a bit
[Change] you can now longer have a fleet without a flagship- one will always be assigned
[Bug fix] Fleet rotation speeds now properly calculated and applied
[Change] Volume used instead of block count in a number of places throughout the game now
[Improvement] AI, Fleet, and Resource Zone bindings added to Lua.
[Bug fix] Lua editor will now select all code when CTRL+A is pressed.
[Improvement] Inventory, fleet control and map UI declutter
[Improvement] Dangerous Waters WWII RTS planet is in the built in planet's folder and ready for v0 testing.
Huge update- drag calculation updated (with "localised drag"), a new type of cannon called the CRAM Cannon replaces the Custom Cannon component set (it's fairly backwards compatible- don't worry too much), loads of new campaign and usability updates (including fleet patrol loops). A building bar of favourite designs has also been added so you can play the different game modes with more of an RTS feel. Planet editor has had numerous updates so expect more vibrant campaigns, missions and community made worlds soon.
[Improvement] Profile moved to a new, more robust system that stores more preferences
[Improvement] A favourite design building hot bar has been added
[Improvement] Out of play vehicles can be retrofitted
[Improvement] A 'Quick Retrofit Wizard' has been added for upgrading automatically to the latest version of a blueprint during campaign play
[Improvement] Battle setup GUI simplified
[Improvement] Game speed can be controlled from the E GUI now as well as the map
[Improvement] Graviton ram APS shell base added
[Improvement] Text applied to the out of play force markers to add clarity
[Fix] Out of play repairs now provides ammo and fuel and spares when repairing the respective components
[Improvement] you can now target a fleet as the target of a fleet move order
[Improvement] you can hold shift and click on a previous waypoint to create a loop back to that waypoint for fleets
[Improvement] a 'force feed' option for dumping all spare resource into the target of the transit fleet
[Improvement] Aerial Pitch PID has an 'altitude error to elevation request factor' slider for helping tune the aircraft's altitude control
[Improvement] Armour class of armour is increased when in multiple layers- for both exp damage and kinetic damage
[Improvement] Explosive damage equations changed so that high armour materials absorb a reasonably large amount of the explosive power
[Improvement] Aerial AI collision avoidance added to standard Aerial AI. Only works with altitude at the moment (one goes high, one goes low)
[Improvement] Drag is applied at the center of drag- you may need to re-balance your vehicles with this change
[Improvement] blocks have their drag reduction potential defined in all 6 directions- not just one value. Slopes are therefore only useful when placed in certain orientations
[Improvement] Slopes and corners all specify two positions that need to be free of blocks for them to work- this is to avoid exploits
[Improvement] APS EMP, HESH THUMP, HEAT frag and HESH frag damage have all been increased by a factor of 2
[Improvement] CRAM cannon replaces Custom Cannon
[Improvement] Event system added to the map editor
[Fix] Fix with in play retrofitting providing unlimited resources
[Improvement] Increase and Decrease game speed now rebindable
[Improvement] Lots of new Map Editing options for facilitating game-play types and fine tuning how designs spawn
[Improvement] Resource zones can be specified to have a finite reserve amount of any or all resources
[Improvement] HQs can be specified to only build certain types of design or designs of certain corporations
[Improvement] New "faction merge" functionality added to map editor to create super factions.
“My jaw almost hit the floor when I installed a few community made vehicle blueprints. The creativity and ingenuity on display was simply incredible [...] there is no doubt that this game is going to be truly epic”
“The game’s physic system is especially impressive. Giant galleons feel like absolute tanks trudging through the ocean, while speedboats slice through the waves at a precarious pace [...] Combat is chaotic and intimately customizable. There is perhaps no greater pleasure than executing a successful broadside”
“From the Depths is a very fine-tuned and detailed strategy title, one that offers amazing cusrtomization options and the opportunity to test out your own creation live on the battlefield. If you're a strategy enthusiast and love vehicle design, this one deserves your attention.”
The Indie Game Magazine (Issue 43 Nov 2014)
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