STORE COMMUNITY ABOUT SUPPORT
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
I'm really excited to release this new set of patches to the stable branch. The new developments have been focused on making the campaign a bit more versatile and user friendly- we've got out of play repairs, a new, more structured, battle mechanic (allowing battles to be started from up to 5km away), loads of improvements to the user interfaces, a whole bunch of bug fixes and multiplayer co-op saving and loading working again.
It's still quite fresh and untested but due to the bug in co-op campaign loading I didn't want to delay any longer. Any issues you find you can report and I'll fix them tomorrow night.
[1.7] Markers added to mission editor, and objectives can link in to them
[1.7] Random number generator for terrain replaced with a thread-safe one- terrain will be slightly different now (sorry)
[1.7] (bug fix) problem with victory condition GUI removing force references when editing multiple different missions now fixed
[1.7] (bug fix) Missile turrets will fire further than the previous max range of approximately 1.5km
[1.7] (bug fix) EMP damage calculation maths was wrong
[1.7] (bug fix) fixed an issue with possible faction colors not rendering as paint jobs
[1.7] (bug fix) Fixed an issue with prefabbed mainframes being placed
[1.7] Repair bug code release code made more efficient
[1.7] New battle system for single player and multiplayer campaign
[1.7] Out of play repairs added for campaign
[1.7] Dead blueprint state added for campaign to allow damaged ships to be taken home for repairs
[1.7] In campaign forces can be duplicated to dead blueprints- which can then be repaired
[1.7] Fleet control and strategic interfaces made top down (revert to old view by toggling with TAB)
[1.7] User interfaces cleaned up
[1.71] Battles can be started from a force selection, as well as a fleet selection (relevant to E menu and zoomed in map)
[1.71] Dead blueprint marker style change
[1.71] Water and jet control preferences (settings of vehicle constructs) are synced over the network when changed
[1.71] Fixed issue with GUI bugging out after AI starts a battle on you
[1.71] Kill blueprint button shown next to recycle blueprint option in campaign
[1.71] Storm sound effects no longer go funny when camera is moving fast
[1.71] Endless zoom from E and N GUIs to Map and back (scroll wheel)
[1.71] You can use [ and ] in the E and N GUIs to zoom in and out (like on the map)
[1.71] Warning added to HUD when Heartstone power less than 50%
[1.71] Respawn pods fall much faster
[1.72] Global mods (based on character level) not being applied- now fixed
[1.72] Game speed problem after slowing game and opening main menu fixed
Main changes are to the steam workshop- glitches and crashes that have affected the vehicle workshop since 1.6ish should now be fixed and planets can now also be added to the workshop and shared (along with all the vehicles of that planet). It's not had much testing beyond what I've done myself so let me know if you run into bugs via the forum at www.fromthedepthsgame.com/forum.
Memory usage has been reduced by about 500MB so that should help to avoid crashes (for those of you who might have had out of memory errors and crashes)
The map has had a bit of a tidy up and comes with some extra functionality :)
A few bugs have been fixed as well.
“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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