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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
Really pleased to be releasing steam engines today along with a multitude of other features changes and fixes. Hope you like the new changes and we will be responding to bug reports posted on the offical bug report forum over the next few days and releasing and required hot fixes.
[New feature] Steam engines added
[New Feature] Active Radar Missiles are decoyed by Radar Buoys
[New Feature] Active Sonar Torpedo Seekers are decoyed by Sonar Buoys
[New Feature] Multithreading of many complex game calculations to improve frame rate
[New Feature] Fuel engine exhaust is bi-directional and can be fed combined from many engines.
[New feature] Steam cloud activated for your entire From the Depths folder. Let me know if it creates any issues.
[Addition] new light and smoke emitter deco blocks
[Addition] Copy/paste, copy to all Added to Missile winches, Belt Feb autoloaders, laser colorer
[Addition] Easy, Medium, Hard, Very Hard difficulty preset buttons added
[Change] Prefabs and Sub objects are all loaded in a second thread (removes the delay before accessing the inventory screen). Load is done when profile loaded. Permanent inventory prefabs also loaded in second thread.
[Change] Textures are now loaded from resources to speed up game boot time. The textures the vanilla game uses are still available in the modding folders if you want to modify them and override them.
[Change] The naming convention for mod files has changed. They are no longer numbered (which led to a lot of annoying version control issues).
[Change] Tips of the day; spelling/grammar and general wording updated.
[Change] Vehicle select in qualification mode now has test vehicle height heading for altitude buttons
[Change] New campaign options text updated
[Change] Adventure mode spawn height 50 instead of 100 (less chance of falling into the ocean, less awkward green from no heatstone)
[Change] Missile menu -left +right swapped to correct sides
[Change] Simple Tutorial now has a seat bit so players dont fall out
[Change] Tutorial vehicles now have seats for players to start on or spawn location lowered
[Change] Notice that saved games are world specific on load game menu
[Change] Story missions default to 'Player' tab if nothing selected (looks really odd if nothing selected)
[Change] Laser colorer secondary return updated to say if connected
[Change] Laser wavefront secondary return updated
[Change] Missile carry across all settings on assign. Ejection angle etc.
[Change] Ammo processor sub meshes now carry with main block
[Change] APS trail set to diameter with a minimum of 150mm (the old default)
[Change] APS ammo component spelling fixed
[Change] Missile trail slider in options now
[Change] Visible tracer color customise actually show colour in description
[Change] Inventory layout for structural blocks moved around a bit slightly so blocks no longer over checklist
[Change] Blueprint Spawner block max range now 100 from 30
[Improvement] All in all the game should now be back to booting up in about 30 seconds or less and will not pause when you access the prefab or sub object inventory tabs or when you click the multiplayer button.
[Improvement] APS trail shorter, wider and now scale with gauge from a minimum of 150mm (Easier to see, especially the light blue tracers)
[Improvement] All trails optimised for better performance
[Improvement] Particle effects redone for most emitter (missiles, jets,smoke etc) to not be so wasteful (and hopefully look better)
[Improvement] Pulse lasers now have the full effect set and a nice fade
[Improvement] Toon ramp and Outline standardised between all game materials (0.009 for components and 0.02 for structural blocks)
[Improvement] Block information popup standardised between all blocks.
[Bug fix] Space designer platform now has required down thrusters
[Bug fix] Tutorials updated for changes in game
[Bug fix] Heli tutorial never actually ended – fixed now
[Bug fix] 1m omni mantlet texture fix
Really pleased to be pushing this huge series of development branch patch to the stable branch tonight. There are three main areas of focus here:
1) Detection mechanics (radar, sonar, IR, visual, retroreflection, wireless signal detection). Vehicles must now detect and track each other and can be designed with stealth in mind. All the new components are AI components although missiles have got some new components too (radar active seekers, radar and sonar buoys).
2) Usability improvements: prefabs in the inventory to speed up building for new and old players alike. A checklist in the inventory to help new players get to grips with the game and help old players remember the basics. A new weapon aiming system that turns the avatar in to a serious threat and adds a lot of gameplay options for those wanting to control their own weapons.
3) A single raw resource (called Material) replaces the natural, metal, oil, scrap and crystal raw resources. This doesn't involve much, if any, redesigning of your vehicles but it makes the game far more streamlined, balanced and understandable. Scrap smelters and crystal farms are now for decoration only but fuel refineries and ammo production still works as usual. Spare parts are no longer in the game at all.
Here is the full change log although I think we've forgotten a few things..
[Change] Detection equipment now available and necessary
[New Feature] Sonar Active / Passive added for detecting submarines and other ships
[New Feature] Radar Active / Passive added for detecting above water targets
[New Feature] Visible cameras and coincidence range finders added for detecting above water targets
[New Feature] IR Cameras added for detecting above water targets
[New Feature] Retroreflection sensors added for detecting targets with visible band optical systems
[New Feature] Wireless snooper added for detecting systems with wireless transmission and reception
[New Feature] Range finders added for tracking detected targets and delivering range estimates
[Change] Natural, Metal, Oil, Scrap and Crystal have been replaced with a single Material
[Change] A 'none' weapon slot has been added
[Change] a simple two slot weapon system is now the default for new players- you can select which you prefer in the options menu
[Bug fix] AI weapon control is no longer overrriden when you are using a UI
[Change] you can begin building on a force when it is out of play by using a new button on the UI or by looking at it and pressing B
[Change] You can begin building on a force or vehicle by looking at it from a distance of up to 1km, rather than 30 metres
[Change] the fleet info tooltip has been revamped
[Change] your player's position is clearly marked in the fleet control UI and the map UI
[Addition] new exhaust pipe added
[Addition] 2m and 3m beams/slopes added
[New Feature] Player aiming of weapons is now far more accurate and allows pin point accuracy of all weapons under your control
[New Feature] A checklist has been added to the inventory to help new players figure out what is needed
[New Feature] Prefabs are now in the main inventory tabs to help players quickly assemble fuel engines (more to come)
[New feature] Radar guided missiles added
[Change] Passive sonar can detect sonar torpedoes and LAMS can engage them
[Change] Passive radar can detect radar guided missiles and LAMS can engage them
[New feature] Missile radar buoy, Missile sonar buoy added
[New feature] Reverse fire missile launch pad added
“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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