What is up awesome FromTheDepthians! We have released the current devtest build into stable, which brings you good people the following goodies and some new additions :D
Some minor changes to a few block types such as; Munition warners can see through railings Sheild projector UI has been updated APS and Crams now have the option to aim straight at the enemy, ignoring gravity and movement, which can be found in the dropdown list when using Q on the turret and changing from Only low to Direct line. Crams also have a tiny bit of guidance and built-in gravity compensator when using aim setting “Only High” this will give them a slightly better chance of hitting an enemy.
In terms of propulsion changes; Dedi-blades are now more powerful when the blades are further away from the centre axis. This reflects the increased area of air swept Helium pumps are now more powerful. Both air and helium pumps have changed the way that they leak to be more realistic. Propellers now have a pitch adjustment so that they can be angled -15 to +15, so we can now “counter” wheelies or nose dives if we place a number of props under the or over the centre of mass for forwards push. This may be added to all propulsion types in future. We have also created a patreon page and we have had two Patreon requests already which we have added to the game. We now have a slider that changes the clarity of the ocean depth you can see through. This can only be used if you have GPU ocean enabled. This slider is also available in the planet editor too. Spot the difference: The settings for these two screenies were clarity factor 10 first pic and 0 second pic. Set this to 1 for default settings. Our second Patreon request was to add gravity, drag, particle count and lifetime to the smoke generator for a more realistic smoke trail. Nick has also added a new laser fire piece Short Range Laser, which can deal very powerful short-range beams for bombing runs, interceptors or melee style constructs. The shorter the focus range is the higher the damage multiplier will be. 50m would have a x10 multiplier so you can indeed dish out quite a bit of damage! 300m is the max distance for this system, the multiplier would be x2.880665 which is still very good (imo) :D As many of you already know during this latest devtest we have finally got our hands on the epic Undo Redo feature by Weng :D So just in case you did not know, the Undo Redo feature is in stable!
Have you accidentally chopped your whole boat in half?? Fear not little Rambot! Smash that CTRL Z and bring it all back!! And if you are still not happy smash CTRL Y and lose half your boaty again :D rinse and repeat until content.
The Undo Redo feature does not have a limit as to how many blocks it keeps track of for you to undo, so you can manually delete 100 or 1000 blocks one by one and spam CTRL Z to bring them all back. However, once you save and exit the game that history will be lost! The Undo Redo will also resolve misclicks like deleting the turret block by mistake or deleting the block under the turret block thus killing your turret. One CTRL Z and you have the block you deleted back again and also the turret :D Spin blocks and pistons, stacked or not, are also recognised by this feature and any blocks that were attached to them.
Our latest new addition is the Steam Jet, from our most awesome Weng :D Steam Jets can use a maximum of 2000 steam per second, which will give us 2000 thrust. You can also hit Q on the steam jet and lower the amount of steam used. As an example, I have a light flyer and using steam jets for yaw, I would set these around 500 to be on par with a small jet or even lower to 150. The minimum is 1. Currently the steam jet does not have a max speed, however, this is subject to change! You can find this awesome new addition in Steam Engines/Piping - Steam Jet at 50 material :D
To continue on this steamy subject, Weng has also made us a new drill which is currently quite deadly! As you can see below. I have attached the steam setup and drill on two telescopic pistons, just to help reach those parts that matter most :D and if you find people are making fun of your drill, feel free to extend your shaft much as you please with the shaft extension block. The steam drill is made up of two parts the drill head 150 materials and the drill shaft 100 materials. Currently, the health and armour are the same for all 3 steam setups small/med/large at 1500 health and 25 armour.
We are also tweaking up tutorials to also have voice instructions, currently, the 1st tutorial has the voice of T3hJimmer.
Patch notes
<Change><Blocks>: [REQ-835] Munition warners now see through railings (and any other block transparent to IR light).
<Change><Blocks>: The power of a dedi-blade is now more powerful the further away from the axis it is- which reflects the increased area of air swept.
<Change><UI>: [FTD-7] shield projector UI updated.
<Change><Blocks>: Helium pumps are now more powerful, and air pumps and helium pumps have changed the way that they leak to be more realistic.
<Add><Blocks>: Propellers now have a 'pitch' adjustment so they can be angled -15° to +15°
<Add><Lasers>: Added a short-range laser that can deal a very powerful short-range beam for bombing runs, fighter-interceptors or melee style laser units.
<Add><Tutorial>: Added a voice over to the first tutorial.
<Add>Controls>: You can now modify the pitch of water propellers.
<Add>[Patreon request]: Added a slider for water clarity that affects the depth you can see through the GPU ocean. It's available in the planet editor for weathers but the player also has their own slider in the options menu for it.
<Add>[Patreon request]: Added a gravity, drag, particle count and lifetime slider to the smoke generator to achieve more realistic smoke trails
<Fix><Regressions>: [BUGS-1491] Fixed an issue existing since april '19 caused could be caused by repairing a mainframe with particular AI behaviours on it
<Fix><Regressions>: [BUGS-1550] laser target data now saves for CRAM cannon laser target block.
<Fix><Lasers>: [BUGS-1545] short range laser beam is now correctly colorable
<Fix><AI>: [BUGS-1544] Circling Ship and Circling Tank simple AI cards now correctly configure the adjuster when freshly placed.
<Fix><Building>: [BUGS-1464] some small fixes to sub object saving and loading
<Fix><Game>: [Bugs-1463] Out of play repairing bug causing massive speed and altitude fixed
<Add><Undo/redo>: Added in undo/redo functionality for building.
<Add><Steam>: Added Steam Jet.
<Add><Steam> : Added Steam shaft and steam head.
<Add><Cannons>Added added to APS and CRAM to aim the cannon straight at the enemy, ignoring gravity and movement.
<Add><CRAM>: Shells fired by a CRAM cannon set to aim using only high trajectories now have a tiny bit of guidance to give them some chance of ever hitting an enemy. They also get a build in gravity compensator.
We have been working our empennage’s off once again like someone strapped a Small Custom Jet Engine to it!
We are really pleased to introduce you all to the new Small Custom Jet engine, which has been created by the awesome Weng! :D. We also have Draba’s legendary APS overhaul, which has been a very hot topic <here> (Any APS numbers are subject to change) we also have a new missile warhead! And other missile tweaks, not only that but tweaks to the shield generators, and projectors, its an extensive list which you will find in the patch notes section and the proposal post linked above. Our artistic Mattia has created a number of new sounds and updated a number of sounds. Of course, we cannot forget Gladyon and Nick with the bug squishing, and Joris getting things ship shape for the campaign overhaul, and if you have missed the discussion you can find it <here>.
So before this little intro gets plane boring, let's get into some detail with all the new stuff and things.
Small Custom Jet Engine. If we create two CJE’s exactly the same however one would be the small variant, we should see a difference in force and fuel usage at around 1/9th of the large CJE.
The CJE’s have a number of parts exactly like the standard CJE, the major parts are currently 5 materials cheaper, while the addons like extra compressor, fuel injector and combustor are 2 materials cheaper than the standard CJE. Large and to some extent small CJE addons have had a small change in the way they work. Prior to this update, the addons connect in a number of directions and when they connect, the model of the addon automatically rotates to line up with the main jet. This is what will be changing, they will only connect in one direction and must be manually rotated to fit on.
The caveat to this is that they will still provide their benefit even though the model is not visibly being attached and also showing us the warning in the tooltip, which will be sorted out in the next few updates. In future add ons will not work if they are not properly attached and this of course means the sharing of addons between CJE’s will be removed
Both CJE’s have had their sounds changed which also changes in comparison to the force they are outputting.
We are looking forward to seeing all your builds using these little babies :D and if you cannot wait to build something to use them (unless you have been using the DevTest branch), then I have you awesome people covered :D I have also left it plain for you to colour in :P SmallGunShipThing This is by no means efficient or the best way to setup CJE’s and don't expect it to 1 shot a moray or live too long :P We won't be held responsible for the loss of life or being sacrificed by the White Flayers.
Seeing these missiles brings us to the next sweet addition to From The Depths, which is the Shaped charge head. It has the same drag as a thumper and uses the HE warheads placed directly behind it, blasting a stream of superheated armour-piercing copper into our target. So feel free to change the missiles in the little drone, they should be long enough to have some fun :D
While you are using the little drone above and if you add some munition warners, or your own construct, you will be able to hear some new beeps and alarms when you ‘Q’ on the warner. We have added alert noises for missile detection, torpedo detection with active sonar, shell detection, radar ping detection and sonar ping detection.
Now if you do want to sit there and listen to all the new alarms but don't want to see your construct full of holes, then we suggest you turn on God Mode! :D (or be boring and just hover the cursor over the options in the ‘warning sound settings’) Yes!, we now have the ability to make our constructs invulnerable in designer mode only.
Yellow / Gold is on and white is off :D
Our Crams have had a little bit of love as we now have tooltips showing damage and shell power/firepower at the highest rate of fire the cannon is capable of.
Michael has also been busy with the story missions and they are now accessible in the Fight menu, however they are still being worked on!
As always I pic something sweet you awesome people create. This was posted by Object2791 @Object2791 on our @FTD_Game twitter Boss Ship from Darius Gaiden
Patch notes:
<Add><Blocks>: Added in a smaller 1x1x1 variant of the Custom Jet Engine.
<Fix><Flags>: Flags are now moving using wind, vehicle and SubConstruct velocity, and they also are oriented correctly [REQ-34].
<Fix><Simple weapons>: The assault cannon is now displaying the build arrow [BUGS-1361].
<Fix><Simple weapons>: The name of the ammo controllers is now displayed in the list of controllers attached to a simple weapon [BUGS-1360].
<Fix><Loading>: Loading a blueprint with the avatar in the chair is now working again [BUGS-1423].
<Fix><Weapons>: PAC charge time is now saved/loaded properly [BUGS-1417].
<Fix><Spinblocks>: Spinblocks mode not locked properly [BUGS-1390].
<Fix><Engines>: Exhausts are now detected correctly even when the CPU is under heavy load [BUGS-1389].
<Fix><Shells>: When the limit number of shells is reached, the oldest ones will be removed instead of the newest ones [BUGS-1382].
<Fix><Shells> : Fragments shouldn't go through armor as often as before when the target is moving fast [BUGS-1172].
<Fix><Flags>: Flags are now updated immediately when changed [BUGS-1344]
<Change><Colors>: Up to 4 fleet colors can now be saved, named and/or protected (*** <Change><Game>: Game configuration panel of options menu now has an alternative (2019) Neter physics setting that we are experimenting with.
<Add><SFX>: Added missile launch sounds.
<Add><SFX>: Added missile reload sounds.
<Add><SFX>: Tidied up the missile burn sound.
<Add><SFX>: Fixed the sound manager so that fast firing cannons do not become inaudible.
<Add><SFX>: Replaced the simple laser sound.
<Add><SFX>: Updated jet SFX.
<Add><SFX>: Added a sound when rambot jumps.
<Add><SFX>: Added the #hashtag system for sounds.
<Add><SFX>: Added a button to the UI displaying how to get into the avatar inventory screen.
<Add><SFX>: Added alert noises for missile detection, torpedo detection (with active sonar), shell detection, radar ping detection and sonar ping detection.
<Add><Designer>: God mode for vehicles is now toggleable in the 'C' menu in designer- allowing easier testing of a craft or weapons without being blown up.
<Add><Editor>: Right click with the river tool now removes a neighbour-merge on one specific side- allowing you to make better rivers and mountain ranges using the river tool . <Add><Editor>: [FTD-118] ability to add custom scripts to all instances added.
<Add><Game>: Added sliders in the game config for adjusting APS speed, missile speed and CRAM speed.
<Remove><Controls>: I have removed the building control variant where G locks and unlocks the build marker orientation (when unlocked it automatically followed camera placement orientation) and tab would flip the build marker upside down when unlocked. This is a hang over from the initial style implemented 6 years ago where blocks were all 1x1x1 and their orientation was not that important. You can still tap G to orient the block in the direction of the camera, so you are not forced to use the rotation widget (tab).
<Remove><Controls>: Changing the controller mode of a vehicle controller can now only be done by looking at the controller and pressing Q.
<Remove> <Missions>: Story missions have been removed whilst we work on fixing them up
<Remove><Planets>: Dangerous waters has now been entirely removed from FtD
<Fix><Multiplayer>: [BUGS-1418] fix for saving vehicles in multiplayer obelisk assault map
<Fix><Blocks>: Fixed a bug with ailerons and universal control surfaces when placed on spinners / turrets.
<Fix><AI>: [BUGS-1425] Fixed an issue with the point at behaviour and the ship/tank manoeuvre combination where the vehicle would never 'idle' because it never met it's point at combat altitude.
<Fix><Avatar>: Fixed a bug where you can be left with two avatars if you restart designer whilst drop pod is falling
<Fix><Editor>: Fixed a number of bugs with the map editor height map editing screen.
<Fix><AI>: AICirclingTankCard, AICirclingShipCard, AICirclingPlaneCard,AICirclingHoverCard have been adjusted so that the IDs of the routines they make are actually unique. This change will cause some small issues for cards that have been placed so far (duplicate behaviours and maneouvres) but will fix other issues in the long term.
<Fix><Blocks>: [BUGS-791] Rudders now respond again to custom controls.
<Fix><AI>: [BUGS-1476] default pitch angle for altitude control is now 15 degrees in the AI plane cards.
<Change><Lasers>: Lasers cavities now spawn with up to 30 seconds worth of pump energy.
<Change><Lasers>: LAMS node cost down from 200 to 100.
<Change><Lasers>: Laser cavity energy back from 100/400/4000 to 150/600/6000.
<Change><Lasers>: Laser shields are now the equivalent of 100 smoke strength/shield strength, instead of 175. Final AP at STR 10 from ~24.9% to 30%
<Change><Missiles>: Missile damage cut to 1/2 the previous value.
<Change><Missiles>: Missile HP reduced by 25%.
<Change><Missiles>: Missile body/thumper HP modifier back from 150% to 200%.
<Change><Missiles>: Missile thump damage up by 25%.
<Change><Missiles>: CIWS damage multiplier up from 8 to 10.
<Change><Missiles>: L missile 50% HP bonus removed".
<Change><Missiles>: Signal jammer maximum error added to remote guidance reduced from 15m to 10m.
<Change><Missiles>: Prelock thrust now can't reduce thrust below 50% of the minimum setting for the propulsion component.
<Change><Missiles>: Shaped charge head added, same drag as thumper. It fully uses the HE warheads directly behind it.
<Change><Missiles>: Thrust-based detection range doubled.
<Change><APS payload>: Multiple HE/EMP/flak warheads give a linear damage increase (also goes for HE behind HEAT/HESH).
<Change><APS payload>: Smoke warhead smoke amount at 500mm up from 600 to 1000, has linear stacking.
<Change><APS payload kinetic>: Velocities of shells with the same modules now match at different sizes(no more penalty for small ones).
<Change><APS payload kinetic>: Kinetic damage down to ~¼.
<Change><APS payload kinetic>: Kinetic AP up to 1.5-3 times the previous values.
<Change><APS payload kinetic>: Kinetic damage scales linearly with shell length. More bodies with same propellant and rail draw = higher kinetic damage but less AP, lower speed, higher ammo cost and higher reloadtime.
<Change><APS payload kinetic>: Hollow point AP now scales with speed/shell AP modifier.
<Change><APS payload HE>: Explosive radius has the same scaling as missiles, DAMAGE^0.3 (slightly higher for low cal, lower for high cal). Missiles down from 0.34 to 0.3.
<Change><APS payload HE>: Flak radius is now 3x the radius of a HE explosion with the same damage.
<Change><APS payload frag>: Frag adjusted to match the missile HE-frag damage ratio.
<Change><APS payload frag>: Frag damage changed to have the same scaling as everything else (total frag damage is proportional to MODULE_VOLUME^0.5).
<Change><APS payload HESH>: HESH now spalls in a single line perpendicular to the surface hit.
<Change><APS payload HESH>: HESH now spalls on hitting a non-structural block, like HEAT.
<Change><APS payload HESH>: HESH heads now give 80% of a full warhead's worth of special charge, and 20% plain HE.
<Change><APS payload HESH>: Effective spalling metric of armor can't get below 3 against HESH.
<Change><APS payload HEAT>: heads now give 80% of a full warhead's worth of special charge, and 20% plain HE.
<Change><APS payload HEAT>: now won't spawn more frags than 20. Above 20 frags damage is increased instead.
<Change><APS payload HEAT>: pen metric is now linear with factor(range tightened).
<Change><APS payload HEAT>: frag counts reduced.
<Change><APS loading>: Autoloader clip modifier is now: 2 / (1 + UNIQUE_CLIP_DIRECTIONS).
<Change><APS loading>: Autoloader clips don't have to have shells to provide the loading speed bonus.
<Change><APS loading>: Autoloader complexity modifier removed.
<Change><APS loading>: Autoloader length modifier removed.
<Change><APS loading>: Casings only cost half as much ammo as other full-length parts.
<Change><APS loading>: Casings only count at half length for intake and loader reload times.
<Change><APS loading>: Intakes attached directly to the firing piece take twice as much time to reload.
<Change><APS loading>: Loader and intake times ~doubled.
<Change><APS loading>: Reload time multiplier at a given diameter: 2 + SHELL_LENGTH, where casings only count as half length.
<Change><APS payload>: Smaller shells have an additional VOLUME^0.15 firerate penalty, to account for lower gauge/barrel overhead. They are still slightly stronger in smaller guns.
<Change><APS cooling>: Barrels have enough base cooling to sustain ~2 intakes with 5 gunpowder casing shells each.
<Change><APS cooling>: Additional barrels increase base cooling time. COOLDOWN = BASE_COOLDOWN * (1 + 0.2 * (BARREL_COUNT - 1)), so 6 barrels give only 3x total speed.
<Change><APS cooling>: Gauge coolers give a 50% additive bonus to cooling rate(each one can support 1 intake).
<Change><APS cooling>: Cooler bonus % is reduced with multiple barrels, total increase is the same as with 1 barrel.
<Change><APS cooling>: Cooler bonus % is reduced with higher calibers, to match their lower intake-loader ratios.
<Change><APS cooling>: Bore evacuators give a 15% additive bonus.
<Change><APS cooling>: Overclock setting removed.
<Change><APS accuracy>: Barrel length requirement now ignores casings, to reach 0.3 inaccuracy: SHELL_LENGTH ^ 0.75 * 4.
<Change><APS accuracy>: Inaccuracy is: 0.3° * (BARREL_LENGTH / LENGTH_FOR_0.3)^0.4. Roughly doubled base accuracy, and barrels lengths matter less.
<Change><APS accuracy>: Additional barrels increase inaccuracy by 20/25/30/35/40%.
<Change><APS accuracy>: Rails triple the shell's accuracy at the maximum possible draw(without casings). Scaling is linear, small charges are much weaker than before.
<Change><APS accuracy>: Tracer's maximum accuracy bonus is 50%.
<Change><APS accuracy>: Stabilizer fin now uses the same component modifier system as other parts, 0.2 inaccuracy multiplier/0.95 speed multiplier.
<Change><APS recoil>: A 500mm gunpowder casing is 2000 recoil. 1 recoil = 1 kinetic energy = 1 rail draw.
<Change><APS recoil>: Barrels give enough recoil reduction capacity to fire a 5 GP shell at their caliber.
<Change><APS recoil>: Barrels recharge enough recoil reduction to sustain ~2 intakes with 4 GP shells at 0 recoil.
<Change><APS recoil>: Shots with recoil over 0 have increased inaccuracy. The penalty is 2x base inaccuracy with completely unmitigated 5 GP shells.
<Change><APS recoil>: Recoil absorbers give 800 capacity and 120 recharge/sec for each meter of length.
<Change><APS recoil>: Recoil force of a 5 propellant shell reduced to ~70% (won't push things around as hard).
<Change><APS recoil>: Absorbed recoil doesn't increase inaccuracy and only pushes the vehicle with half the force.
<Change><APS railguns>: Gunpowder and rails use a kinetic energy system: a single 500mm gunpowder module gives 2000 kinetic energy, 1 rail charge gives 1.
<Change><APS railguns>: Shell speed is roughly SQRT(KINETIC_ENERGY) / SHELL_MODULE_LENGTH, before volume scaling and shell speed modifier from different parts.
<Change><APS railguns>: Every shell has a maximum energy it can take from rails without being destroyed(scales with module count). At max draw shells reach ~1000-1500 m/s without rail casings.
<Change><APS railguns>: Rail casings increase the maximum usable rail energy without adding mass to the shell.
<Change><APS railguns>: Maximum rail draw is now a fixed number, instead of total battery energy %. Final rail draw is the minimum of this value and the shell's maximum possible energy.
<Change><APS railguns>: Magnet attaching fixtures and barrel magnets now provide 10000/5000 maximum rail capacity. Only fixtures having at least 1 magnet count.
<Change><APS railguns>: Rail charger energy/s up from 100 to 200.
<Change><APS railguns>: Rail charger overclock setting removed.
<Change><Shields>: Shield reflection chance now does not depend on projectile speed.
<Change><Shields>: Base reflection chance between 0-90° impact angle is 20-40% for STR 10, 5-10% for STR 1.
<Change><Shields>: Shield stacking limitations removed.,
<Change><Shields>: Projectiles roll a shield penetration value on being fired and use that for all shields(stacking only matters for different angles/strengths).
<Change><Shields>: Disrupt shield mode removed.
<Change><Shields>: Shield projector cost down from 300 to 200.
<Change><Shield disruptors>: Disruptor-tipped shells now pass through all shields, and cut their strength to X% of current value(debuffed strength is tracked separately, doesn't reduce power cost).
<Change><Shield disruptors>: Disruptor effect strength depends on the EMP payload of the shell.
<Change><Shield disruptors>: Disruptor head reduces all payloads in the shell to 50%.
<Change><Shield disruptors>: Disruptor head now has the standard fast head component speed modifier, and counts as an EMP warhead.
<Change><Shield disruptors>: Shields hit by disruptors regain their strength over time. The higher the power cost of the shield, the faster it stabilizes.
<Change><APS cost>: Railgun charger cost up from 15 to 400.,
<Change><APS cost>: Autoloader costs up from 20/volume to 200/250/275/300/350/400 for 1/2/3/4/6/8 meter ones.
<Change><APS cost>: Clip costs up from 5/volume to 100/125/140/150/175/200 for 1/2/3/4/6/8 meter ones.
<Change><APS cost>: Beltfed loader cost up from 35 to 400.
<Change><APS cost>: Ammo input feeder cost up from 15 to 50.
<Change><APS cost>: Gauge increase cost up from 15 to 20.
<Change><APS cost>: Gauge splitter cost up from 15 to 50.
<Change><APS cost>: Gauge cooler cost up from 20 to 50.
<Change><APS cost>: Railgun magnet attachment fixture cost up from 15 to 50.
<Change><APS cost>: Railgun barrel magnet cost up from 15 to 50.
<Change><APS cost>: Hydraulic recoil absorber cost up from 10 to 80 material/meter.
<Change><APS cost>: Firing piece cost up from 30 to 100.
<Change><APS cost>: Heavy barrel weight down to 50%.
<Change><APS blocks>: Railgun chargers can now connect to each other (back-front).
<Change><APS blocks>: The back of a firing piece can now connect to autoloaders.
<Change><APS blocks>: The sides of gauge increase splitters can now connect to autoloaders.
<Change><APS blocks>: Gauge splitters are now coolers, and accept the same connections.
<Change><APS blocks>: 6 way connectors now connect to recoil absorbers.
<Change><APS modules>: The module in the first slot determines the base AP/kinetic damage/speed/HP/accuracy modifiers of the shell.
<Change><APS modules>: Modules behind the first slot average their modifiers, weighted by their length.
<Change><APS modules>: Final modifiers are HEAD_BASE * MODULE_AVERAGE.
<Change><APS modules>: AP cap renamed to heavy head, slower and has less AP but does more kinetic damage.
<Change><APS modules>: Composite head is faster with higher AP and has a higher KINETIC * AP value than heavy head. Downside is its kinetic damage is lower, prone to AP overkil.
<Change><APS modules>: Sabot head is even faster/higher AP than composite.
<Change><APS modules>: HP increased to ~5 times the previous values.
<Change><APS modules>: Fuse lengths are now capped at 100mm.
<Change><APS modules>: Ammo costs of short parts are now proportionally lower.
<Change><APS misc>: Pendepth fuse time after first surface slider now has 3 decimals.
<Change><APS misc>: Pendepth fuse defaults are 5m depth, 0.01s time after first surface.
<Change><APS misc>: APS clip explosions are now merging their HE, flak and powder damage into a single explosion, radius is FINAL_DAMAGE^0.3.
<Change><APS misc>: APS clip explosion uses HE at 1/4 strength and flak/EMP at 1/2 strength.
<Change><APS misc>: APS clip explosions of lower calibers are slightly weaker than higher calibers with the same amount of clips(clip volume, not count).
<Change><APS misc>: APS autoloaders and clips now display how much explosive/emp/frag damage they do if destroyed
<Add><Firepower UI>: CRAMs got tooltips showing damage and shell power/firepower(at the highest rate of fire the cannon is capable of).
<Add><Firepower UI>: Laser combiners have a tooltip showing the estimated firepower of the multipurpose laser they are attached to. 1 laser firepower is 400 DPS at 50 AP (or 200 DPS at 100, ...).
<Add><Firepower UI>: All craft show a firepower breakdown in their V menu, below volume stats. It only counts APS, missiles, CRAMs and lasers for now.
<Change><Misc costs>: Stone cost up from 2 to 3 materials for each cubic meter.
<Change><Misc AI>: The option to target AI mainframes and ammo was removed from the aimpoint selection card.
We are setting our DevTest branch to stable, as I type this.
Unfortunately, there is not a lot of new additions in this update, this has been more of a bug fixing round. However, the few visible additions are:
Flags are now moving using wind, subconstruct velocity and are also oriented correctly which was a request on our request page REQ-34. Flags can also use the hashtag system which I will explain.
As you may know, Nick has setup a method to change the background of the main menu screen, it now comes with a default image that turns on when your mouse is not over any part of the menu and then turns off when your mousy is hovering over the menu. We know that this is not something you all may like, and we shall be adding a toggle so that you won't have any image and just the usual dark background. You can add your own favorite images to the default rotation by locating the imagery folder in /Documents/From The Depths/Imagery and they need to be named as follows ‘name #background’ Yes I chose ship girls to upset a few people :p
This same method is also used for setting up flags too, you can setup a #flag for example and type that into the old URL box for flags. The # does not need to be flags it can be #AnyWordHere and would still work.
Projectors are also affected with the hashtag system too
Patch notes:
2.4.9.27[Fix]<Simple weapons>: Copy/pasting will not change the reload time anymore [BUGS-1368].
2.4.9.27[Add]<Flags>: Flags are now moving using wind, vehicle and SubConstruct velocity, and they also are oriented correctly [REQ-34].
2.4.9.27[Change]<Campaign>: You can now browse the built in designs in campaign load menu.
2.4.9.27[Change]<UI>: Load and save UI moved over to the new formats.
2.4.9.27[Change]<UI>: Map editor and modding UIs now use the unscaled UI display with font size selection.
2.4.9.27[Change]<Designer>: Destroy all vehicles now removes APS,CRAM,other projectiles and missiles.
2.4.9.27[Change]<Designer>: Destroy enemy vehicles now also removes their APS, CRAM, other projectiles and missiles.
2.4.9.27[Change]<Mods>: Broken mods are now less likely to cause the boot of the game to stall. Broken mods can be disabled from the main menu so they do not load on the next boot of the game",
2.4.9.27[Change]<UI>: Wireless channels are now changed using a UI to avoid accidentally swapping them and causing issues.
2.4.9.27[Change]<Regressions>: Fixed a bug where thrusters were being assigned to be strafe and hover when they should be pitch and yaw.
2.4.9.27[Add]<UI>: Right clicking the mirror button in build mode (when extended options are shown) will place a mirror immediately down the middle of the vehicle",
2.4.9.27[Add]<Mimics>: Damaged mimics now fall off the vehicle with the correct position, size and rotation.
2.4.9.27[Add]<Campaign>: When launching a new campaign FtD will prompt you to complete some essential tutorials first.
2.4.9.27[Add]<UI>: Added artwork to the background of some of the menus to add a bit of spice.
2.4.9.27[Add]<UI>: Putting files in From the Depths/Imagery/ with the name including #background will allow them to be used on the UI backgrounds.
2.4.9.27[Add]<UI>: Flags can use the same #hashtag system as described above.
2.4.9.27[Add]<UI>: Projectors can use the same #hashtag system as described above.
2.4.9.27[Removed]<Missions>: Story missions have been removed whilst we work on fixing them up.
2.4.9.27[Removed]<Planets>: Dangerous waters has now been entirely removed from FtD.
2.4.9.27[Fix]<Warping>: Fixed an issue where vehicles would warp around every time the coordinate system changed if building on them in mouse based build mode at the time.
2.4.9.27[Fix]<Detection>: [BUGS-1313] Fixed an issue in large battles where velocity is calculated completely incorrectly leading to odd gun aiming.
2.4.9.27[Fix]<Regression>: Avatar death has been broken for a while- since the immortal in designer option was added a few weeks ago. Fixed now.
2.4.9.27[Fix]<Shield rings>: Ring generator now saves it's drive settings.
2.4.9.27[Fix]<RTG>: [BUGS-1203] [BUGS-1271] Systematically retrofitting RTGs onto a vehicle can no longer produce infinite materials.
2.4.9.27[Fix]<Resources>: [BUGS-1373] Fixed a bug with ammo supplies that allowed NaN ammo and negative ammo to occur.
2.4.9.27[Fix]<Regression>: Fixed an issue with terrain when changing planets and swapping between different modes.
2.4.9.27[Fix]<Regressions>: Fixed a multi-threading issue with chaff emitter.
2.4.9.27[Fix]<AI>: Fixes and improvements to the AI broadside calculations to help get the correct angle and achieve the correct range to target.
2.4.9.27[Fix]<Regressions>: Fixed a bug where thrusters were being assigned to be strafe and hover when they should be pitch and yaw.
We are back with another round of new features, updates and fixes 😀
We think we should get some of the bad news out the way first. Unfortunately, we have had to move cluster crams and also the steam jets to our next sprint as we had a cluster of higher priority issues which we wanted squared away.
Abyay, has been working his stern off, revamping and tweaking our tutorials under the Essentials section. He is also working on story missions and would love to know what you liked / disliked from the missions, in order to make new ones or fix up the current story missions <here>. He has also tweaked the price of cram and steam parts including the health of some steam parts.
Joris, has also been working on a ton of stuff for this update and these are just a few that I think are the most interesting; Custom battle mode, which you can find under the Fight tab of the main UI. We have plenty of options to set up our battles which can be saved and loaded, so we can jump right into a battle 😀 Yet I think the most interesting part of this is the ability to setup teams 😀 but try pay attention to how much volume/blocks are going to be in play at the same time 😊 Joris has also tweaked the UI to show the material costs for our constructs. Numerous bug fixes and tweaks as well as also focusing on the coming campaign changes, which are going to be awesome!
Note: in-order to notice the material costs you would need to resave the construct in this update.
Draba, has been breaking our LAMS and missiles tweaking up and balancing our LAMS, missiles and missile distractors. He is also currently (it's not in this update) working on future ammo changes and more APS tweaks, while keeping in mind our new shields system, which gives an AC buff to any block that is on the outside of the construct (more on that below).
We now have groups for the simple weapons, Light / Medium / Heavy and the Custom shell weapons, thanks to Rhea for the models and Gladyon for implementing them. The new additions from our last news update are:
Light
T-Class 20mm AA gun – 79 Material, uses simple shells with an AP of 10 and Kinetic of 150, reload 0.16s.
Medium
40 mm Quad AA Mk-I – 211 Material, uses simple shells with an AP 10 and Kinetic of 150, reload 0.225s.
40mm Octuple AA Mk-S – 331 Material, uses simple shells with an AP 10 and Kinetic of 150, reload 0.5s.
Heavy
Assault cannon – 59 Material, uses simple shells with an AP 4 Kinetic 250, reload 0.1s. Custom shell weapons
Type A(L)3.7” Gun Shield – 173 Material, uses customised shells, reload time 3s shell calibre 94mm
Type L Casemated Gun – 277 Material, uses customised shells, reload time 4.5s shell calibre 130mm
Gladyon, has also tweaked the rail decorations so that they do not block detection gear and increased the distance that mimic blocks can be moved, as well as the numerous bug fixes and tweaks which you guys and girls can see in the update log below 😊
The following though is the most exciting thing (for me) from this whole update and that is the Ring Shield.
Ring shield is found in the misc tab under Shield Generator. The ring shield is created using 3 parts: The Generator, ring pipe and ring corner.
This simple setup will buff the AC of the front most or rear most block. When creating your ring shield ensure that the generators “tube/spike” is facing inside the ring.
Translating the tooltip, currently this size shield wants 510 power to run, and the area inside the ring is 120m2. However, the issue is “charged with”, if our pipe gets destroyed the power flowing through the system, which is coming out of the side of the tube/spike (in this case to the right-hand side), all that energy will shoot out and damage anything in its path.
This is how the setup will affect our outermost blocks. As you can see everything in green is what is currently being buffed and red are blocks that are not affected. If it is the outer most block it will have the AC buffed, this will also be added to the AC when stacking. This applies to every block type in the game.
However, if we add another ring horizontally, we have now buffed the top and bottom of our construct. Also note that the whole area is affected which can be bigger than the shield size.
Our single ring shield on this construct is giving us a bonus of 5.3 so this is buffing this single 4m wood beam to 8.3. This buff remains the same up to 16m, however after extending our wall 17m we can see that this drops to 8.2 AC, at 30m this drops again to 8.1.
In the following shot you can see that I have doubled up on our rings in every direction. The AC buff stacks so you can have multiple rings looking after top + bottom, left + right, front + back and the more area you have within your ring, the bigger the AC buff will be.
Please note: the bigger the area the shield has to cover (bigger the outer wall is) you will get less of a bonus as the shield has to cover a larger area.
To clarify some finer points, as an example you have 3m of 4m long beams stacked. Once you lose the outermost beam, the second beam (which is now the first) inherits the AC bonus and then the damage remaining from the shot will be applied to that block.
Turrets and anything placed on spin blocks are also affected by the AC bonus.
You cannot use both types of shields at the same time.
You can build your ring in any shape as long as it connects back to the generator block, so go and experiment, think about the direction of the beam should a pipe be destroyed so that it may not destroy a whole row perhaps :p .
If a part of your ring gets destroyed, be prepared for a stream of raw energy destroying blocks in its path.... (Sitting here waiting for someone to turn that into a weapon 😀 just don’t tell Nick about it)
Later on, we shall have an effect showing which blocks are affected via shift+p and also a “shielding effect” on the blocks for a bit of eyecandy 😊
Our fav build since our last update / news, is created by Dullparchment18, which we found over on Steam.
v2.4.9 [Add] <AI>: [BUG] path-finding did not use the player set turning circle value- now it does
v2.4.9 [Add] <Build mode>: Added a 'surface' view mode- this shows which blocks can be buffed by shield rings and also which blocks contribute to detection cross sections
v2.4.9 [Add] <Campaign>: [FTD-88] There is a new reason for vehicle destruction- prolonged fleeing from the battle area. This is to catch out of control enemies and destroy them to allow the battle to end. Sustained movement away from the centre of the battle will trigger this clause.
v2.4.9 [Add] <Custom battles>: Added a custom battle mode where you can configure teams and add various settings to make vehicles fight in a controlled environment
v2.4.9 [Add] <Explosions>: [FTD-84] The effect of explosions on vehicles and debris has been tweaked as now looks much better
v2.4.9 [Add] <Shield rings>: A new shielding system has been added that buffs vehicle armour class. It's based on the construction of large shielding rings that buff armour class in either the forwards/backward axis, the up/down axis or the left / right axis.
v2.4.9 [Add] <Simple AI>: Circling simple ship and tank cards added
v2.4.9 [Add] <Tracks>: Added aesthetic tank tracks to the game. Tracks can be applied around existing wheels from the wheels UI.
v2.4.9 [Add] <Tutorials>: A large number of new tutorials have been created to replace the old ones
v2.4.9 [Add] <UI>: [FTD-55] Aircraft can now be ordered to 50m their maximum recorded altitude so you no longer need to manually fly them high to record a high altitude
v2.4.9 [Add] <UI>: Right clicking the mirror button in build mode (when extended options are shown) will place a mirror immediately down the middle of the vehicle
v2.4.9 [Add] <Walker foot>: [FTD-86] Added in a walker foot that supports useful terrain friction
v2.4.9 [Change] <Blueprints>: Blueprints, prefabs and saved subobjects now store the material cost and block count in the file to allow faster loading. They now all display the block count and material cost in the file browsers, but only if saved in the this or a newer version of the game. Old blueprints won't show block count anymore until loaded and saved
v2.4.9 [Change] <Blueprints>: Improved file loading to load blueprints for the file browser faster. Opening a folder with many blueprints should be significantly faster
v2.4.9 [Change] <Prefabs>: [FTD-26] Overhauled the way that prefabs are captured, saved and loaded
v2.4.9 [Change] <Subobjects>: [FTD-26] Overhauled the way that subobjects are saved and loaded
v2.4.9 [Fix] <Missiles>: Small quad launcher inventory tooltips fixed (they stated launcher supports 1 missiles)
v2.4.9 [Fix] <Projectiles>: Fixed projectiles, especially frags, sometimes flying through blocks without hitting them ... again [BUGS-1086]
v2.4.9 [Fix] <Simple AI>: Simple AI cards now properly maintain their used routine count [BUGS-1285]
v2.4.9 [Remove] <Controls>: Changing the controller mode of a vehicle controller can now only be done by looking at the controller and pressing Q.
v2.4.9 [Remove] <Controls>: I have removed the building control variant where G locks and unlocks the build marker orientation (when unlocked it automatically followed camera placement orientation) and tab would flip the build marker upside down when unlocked. This is a hang over from the initial style implemented 6 years ago where blocks were all 1x1x1 and their orientation was not that important. You can still tap G to orient the block in the direction of the camera, so you are not forced to use the rotation widget (tab).
Another ‘what we are working on post’ is here and we have some AWSOME excellent stuff coming up in the next update which “should” be in our grubby mitts around the 27th August.
Towards the bottom of this page, you will find our current sprint, where you will find the whole list of all the additions and fixes we are working on, as well as what we have completed. Some of these you may have already seen in-game.
We shall start with what we think are the most EPIC exciting additions.
Sticky feet have already been released (19th Aug), Nick had shown off some sort of sad looking stick insect with eight legs on Discord a while back, already walking with no issues.
I think I may finally start to make some land mechs and tanks :) Totally intrigued atm :D No stick insects were harmed in the making of this.
Walking straight
Cluster Crams! After a joke that got “a little” out of hand in Discord, we bit the cram shell and started working on these little babies :D
Cluster Crams should work as follows: once the shell is launched and reaches ‘x’ distance to the target, it would split into x amount of smaller shells inheriting the flavours of the Cram. Unfortunately, for now, we do not have any figures in terms of how many clusters would spawn and if that would depend on guage or shell HP/both and how frag would be divided among them, and if they will also be able to use the pendepth fuse.
Abyay, has also been tweaking up our Crams
You can check out all the talk on the Cram changes here and also view the current idea in terms of material cost changes here. In short, Abyay is generally reducing the cost of Crams, so if your tetrising is up to scratch with autoloaders surrounding pellets, you would use fewer pellets - therefore a “cheaper” turret. A few adjustments will be made to heavy barrels as well as buffing frag pellets and other tweaks. These changes will not be detrimental to the current setups.
Trying to stick to all things projectile, APS will be getting a rate of fire stats to the UI.
We have also started to integrate most of Rheas’ simple weapons, which look absolutely AWESOME wondrous! Stats are subject to change
Introducing the 94mm 'Type A' Heavy AA gun, which has a good elevation, uses APS shells. The 'R Class' Very light MG fires very fast but doesn't do a lot of damage, and is best used for destroying exposed components or players. 600 rpm and a 30 round magazine. The 'Mk-H' 40mm AA gun fires explosive shells, accurate and good against small and wooden aircraft. 200 explosive damage, 750m/s shell velocity, 2.6km range. 'Type-E' 60mm grenade launcher fires once per second, deals explosive damage in a fair area and fires relatively quickly. 700 explosive damage, 1.5 seconds reload 20 round magazine. '64 pdr cannon' low tech is short-range but quite high damage if it hits. Good against wood at close quarters. 9,000 KE damage, 1 armour piercing, 1km range. 'Rokkits Revolutionary Revolving Blast Gun' is a 6 barrel invention of the DWG. A revolving automatic shotgun. 250 damage per shotgun fragment, 20 fragments per shot, 120 rounds per
We will also be seeing the first few changes to steam and also additions such as Steam engine parts are a little stronger now Steam jets for propulsion and turning. These will be able to work above and below the waterline once they are attached to the system via piping. We will also be changing the steam engines to be self-regulating. Regulation would depend on our chosen steam pressure, which will be adjustable via ACB and perhaps in future via Breadboard.
The custom battle will also be ready for the next update, so I hope you have a few blueprints to send to friends and challenge them to a duel :D
Lately, we have been making tweaks and changes to the UI. This update also brings more artsy stuff and we have arranged the retrofitting UI. However in addition to these UI changes, we have also spruced up and released the Prefab and Subobject page earlier on the 19th of August, we now have unlimited slots to save all our good stuff in :)
We had a very nice suggestion on Steam by Ai, where a number of points were brought to our attention with regards to the starting fortress. From that post, we shall be seeing some changes to the starting fortress in the Neter campaign, such as
The refinery now has more flare stacks. This is going to help new players so they won’t be shocked out of their seats when something randomly explodes :D
AI has been moved away from the ammo storage, some material storage has also been moved.
Fortress has a starting altitude of 7m, which of course we can change in-game.
Missiles had some love and were changed up a bit, giving them more range around the 3k mark and the fortress can generally keep up with firing the missiles with no issues.
Fuel engine has been changed; it only puts out about 1500 power and it's built to where we can upgrade the engine and It's also more fuel-efficient at lower RPM.
As well as some eye candy tweaks.
On the subject of eye candy, we have done some small tweaks to the mimic block by increasing the traversal range by 10m :D and rail decorations no longer block detection systems.
During September we shall be seeing the changes to the campaign. The whole garrison system will be removed and replaced with a new and more lively Neter, including toggleable AI personalities (I would like a sadistic White Flayer one but I doubt that will be a thing :( )
We shall also be seeing the new 1x1 custom jet engines, a drill setup using steam, god mode for constructs in designer and the ability to automatically refill all ammo clips. This will save us time when we are testing out new ways of putting holes into White Flayer test subjects (Marauder lives matter!).
The ability to enter battle with hot engines for steam-powered constructs, steam engines to burn more efficiently when the burn rate is low, and efficiency will also be affected by the size of the steam setup.
Our pic of the week: This was created by ThinkingShobe which was posted on Discord.
Very well done looks mighty epic, and I am sure a lot of time was put into this.
Sprints end of August and through September, which is subject to change. (We accept no responsibility for strained eyes)
What is up epic community 😀 We have released the next update v2.4.8 😀 which comes with numerous bug fixes, tweaks and new additions.
(2.4.7 is a special beta branch if anyone doesn't like 2.4.8.3)
We have worked hard to get tank tracks in this update, and I know the “track” taken to get here has been a long one. However there is a small delay as the delivery van had a puncture, since its still using tires. We will have the tracks here on Wednesday 14th along with the custom battle mode :( *cough about time cough*
(I was going to insert a tank joke but I fear I would go off track)
Tank tracks will wrap around wheels automatically, choosing to lay above or below the wheel depending on placement. As you can see in the screen shot, the center wheel on the top row has the track passing under as the wheel is a bit lower than the rest in the line.
AI behaviour and maneuver
These cards will automatically add a behaviour and a manoeuvre which can come pre-configured as well as customisable.
Missile tweaks balance and improvements
Our epic missiles of mass boomness have been tweaked up! They are now 50% more agile meaning a much better hit rate and precise and fuel tanks store more fuel by 25% and an epic 250% boost to the decoys :O but missiles have had their damage cut to 75% - more stat changes and details on the decoys below
Lasers
Lasers have had another epic tune up, the list is long so more details will be found in the patch notes. However the new additions are, Armored focus and steering optic with 600HP, 20 armor costing 100 materials and 80 weight. The Output regulator now allows us to reduce the base energy discharge rate of cavities. Regarding minimum shot energy, the laser won't fire until the energy stored in the laser system reaches the value given. Burst size, if the energy gets below the minimum it will not shoot until the total cavity energy reaches the % given.
Aiming above water line
We now have the option to tell our dakka and anything connected to the mainframe using aimpoint selection to fire above the sea line! This is going to be a great benefit to us when it comes to our lasers for sure! Say no more to firing under the sea and losing a crap ton of damage :D
Cinematic camera
The cinematic camera will now allow us to focus on a shell APS/Cram/missile and specific parts of the construct will work by using shift+caps or ctrl+caps, which should give us a better way to record those special moments :D
Mirrored prefabs
We have recently set up a road to release challenge and we are really grateful that we have such an awesome community, and as you may know already we have hit the first milestone and unlocked prefab mirroring
Exporting STL files has been resolved :D So go 3D print your epic builds!
Live feed
You will be seeing announcements by us like news, bug related issues / fixes and any events etc at the main screen :D
News With all that good stuff out the way, this is how things are looking behind the scenes. What you are seeing in the images below are our sprints, and each sprint is a new update. This first image is the current sprint/update.
Everything that is crossed out on the right side is what has been completed. Items tagged with Community engagement are suggestions that we pick up on from the main forum, Reddit, Steam and Discord. Tags with request tracker which is a more preferred method in sending us requests is through requests/suggestion page found here https://brilliantskies.customercase.com/forums/request-tracker. Please go check that out and vote on the things you like and if there is something you want added please leave a detailed suggestion and try to keep it to one suggestion per ticket.
For our next update we have the following planned, however we will probably be adding to this list and perhaps shifting one or two tasks to the next sprint. This is the current list, which we hope will be settled for the 22nd August.
As you can see, there are signs of steam tweaks (there is more to come for steam in this or the next sprint) a new feature Steam jets, which we shall talk about another time and the most awesome cluster cram :D (cannot wait to stick a bomb chute using cluster crams on the White Flayers). The rail decorations in this list is a small fix to the current rails so they don’t block detection systems.
The following is subject to change! You have probably noticed the Campaign stuff, which I am really looking forward to. We will be seeing a number of changes. There will no longer be garrisoned AI, and fleets will be on the map doing things like: patrol guarding fortifying / harvesting.
The AI should respond effectively to what the player is doing as well as the AI having a job system prioritising jobs like reclaiming a resource zone / reconstruct fortress to gather resources. Lastly the AI should be using localised resources, and this should generate a lot of movement on the map with transporters.
Lastly my fave build that I found. This time on Reddit by MarijusLTU12
v2.4.8 [Add] <ACB>: Fortresses can now be controlled using ACBs
v2.4.8 [Add] <ACB>: Missile hatches can now be forced open using ACBs
v2.4.8 [Add] <Avatar>: A cinematic camera option has been added. Press SHIFT + CAPSLOCK by default to access this. It follows the shell / missile or vehicle you are looking at. Mouse wheel or [ ] brackets zoom in and out in this view. It only works when not in first person view, at the moment.
v2.4.8 [Add] <Breadboard>: Added the 'output' function to the maths evaluator that gets last frames output. If you can't wait for proper memeory components, you use this to make your own in the meantime.
v2.4.8 [Add] <Building>: The ability to mirror the placement of a prefab has been added. When a mirror is active only the mirrored prefab will be created. Remove the mirror to create the unmirrored version.
v2.4.8 [Add] <Holograms>: Color customization for holograms and texts
v2.4.8 [Add] <Holograms>: It is now possible to hide the hologram projector block
v2.4.8 [Add] <Laser>: Armored focusing and steering optics added: 600 HP, 20 armor, 100 materials and 80 weight
v2.4.8 [Add] <Laser>: New targeting option for aimpoint selection card: prefer blocks above water
v2.4.8 [Add] <Laser>: Output regulator slider: burst size, if energy of a shot gets below the minimum it won't shoot again until total cavity energy reaches this %
v2.4.8 [Add] <Laser>: Output regulator slider: minimum shot energy, laser won't fire until the energy given to the next shot reaches this value
v2.4.8 [Add] <Laser>: Output regulator slider: reduces base energy discharge rate of cavities, between 0.1%-20%/second (mostly useful for big pulsed LAMS systems)
v2.4.8 [Add] <Missiles>: The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.8 [Add] <Simple AI>: Add differential yaw: sets 50% turn left-right preset on all forward/backwards propulsion blocks left-right of the CoM
v2.4.8 [Add] <Simple AI>: Automatic propulsion setup: newly placed thrusters/control surfaces use all possible presets based on their position/orientation(from pusher, turner, pitcher, roller)
v2.4.8 [Add] <Simple AI>: Bombing run airplane AI
v2.4.8 [Add] <Simple AI>: Bombing run hovercraft AI
v2.4.8 [Add] <Simple AI>: Circling airplane AI
v2.4.8 [Add] <Simple AI>: Circling hovercraft AI
v2.4.8 [Add] <Simple AI>: Frontal hovercraft AI
v2.4.8 [Add] <Simple AI>: New air block: Universal flight surface. Control surface that gets automatically configured. Old ones do not use the auto configuration
v2.4.8 [Add] <Simple AI>: New behavior: bombing run. Lines up attack runs and pitches to the target on the last leg
v2.4.8 [Add] <Simple AI>: New behavior: circle at distance. Circles the enemy, can rolls to match its elevation, can use up-down evasion, set specific sides and max approach angle
v2.4.8 [Add] <Simple AI>: New configuration buttons on AI mainframe basic tab: Basic configuration, Add differential yaw, Remove hover control, Remove strafe control
v2.4.8 [Add] <Simple AI>: New manoeuvre: airplane movement. Can use pitch to control altitude and roll into turns. Reduces thrust and circles the waypoint when idle.
v2.4.8 [Add] <Simple AI>: New manoeuvre: hover movement. Uses up-down thrusters to control altitude. Parks at waypoints out of combat
v2.4.8 [Add] <Simple AI>: New simple AI cards that automatically configure a behavior and manoeuvre
v2.4.8 [Add] <Simple AI>: Point at and maintain distance behavior extended: left-right evasion, altitude absolute or relative to target, pitch limit
v2.4.8 [Change] <Community>: We've added in a live feed of information / annoucements and bug alerts into the main menu
v2.4.8 [Change] <Holograms>: Switched to new UI
v2.4.8 [Change] <LAMS/Projectiles>: APS flak damage up from 30% of HE to 40%, missile interceptor damage up by 60%
v2.4.8 [Change] <LAMS/Projectiles>: APS, CRAM and missile health increased by 50% across the board to follow energy and 0Q/output regulator limiting buff
v2.4.8 [Change] <LAMS/Projectiles>: Kinetic projectiles do double damage to missiles
v2.4.8 [Change] <Laser>: 0Q laser damage/energy up from 0.5 to 0.75 (pulsed is 1)
v2.4.8 [Change] <Laser>: 0Q laser now has 150% AP, compared to pulsed(down from 200%)
v2.4.8 [Change] <Laser>: Armor for focusing/steering optics increased from 8 to 10
v2.4.8 [Change] <Laser>: Focusing optics have better damage falloff reduction (10 of them do ~85% damage at 1000m, up from ~78%)
v2.4.8 [Change] <Laser>: Laser cavity sizes up from 100/400/4000 to 150/600/6000
v2.4.8 [Change] <Laser>: Laser pump base energy/second up from 20 to 30, power cost from 40 to 60
v2.4.8 [Change] <Laser>: Simple laser damage/second down from 1600 to 1000, AP down from 10 to 8
v2.4.8 [Change] <Laser AP>: AP modifier examples: 1 smoke 30%, 3 smokes 20.8%, STR 1 shield 53.6%, STR 10 shield 24.89%,
v2.4.8 [Change] <Laser AP>: Frequency doubler cost up from 200 to 250
v2.4.8 [Change] <Laser AP>: Laser shield is now the equivalent of a smoke with SHIELD_STRENGTH * 175 strength. Still only the strongest shield counts
v2.4.8 [Change] <Laser AP>: Multiple smoke layers use the sum of their strengths to determine their AP reduction
v2.4.8 [Change] <Laser AP>: Pulsed shots use all doublers with the same Q switch count as the beam. If multiple Q switch configs fire in the same frame their pump and doubler counts are summed to determine AP.
v2.4.8 [Change] <Laser AP>: Smoke clouds have a strength value: 1000 for dispenser, 100/600 for 200mm/500mm APS warhead
v2.4.8 [Change] <Laser AP>: Smoke now reduces laser AP, instead of damage
v2.4.8 [Change] <Laser AP>: Smoke reduces laser AP to: 300 / (SMOKE_STRENGTH^1/3) % of the original (in other words reduction is proportional to density)
v2.4.8 [Change] <Laser AP>: Smokes with a combined strength over 400 block laser missiles guidance and visual/laser detection equipment
v2.4.8 [Change] <Laser AP>: Wavefront coder removed
v2.4.8 [Change] <Missile decoys>: Flare and sonar/radar target simulator signal strength up to 250%
v2.4.8 [Change] <Missile decoys>: Radar/IR/torpedo guidance now tries to recognize missile decoys, randomly reducing their signal strength to 10-100% (rolled when fired)
v2.4.8 [Change] <Missile decoys>: Remote guidance error added by signal jammer down to 75%
v2.4.8 [Change] <Missile decoys>: Signal processor component improves the decoy recognition of guidance, reducing remaining decoy signal strength to 25/20/15% (S/M/L)
v2.4.8 [Change] <Missile decoys>: Single pixel IR seeker reduces decoy missile signal strength to 15-30%, instead of 10-100
v2.4.8 [Change] <Missiles>: All damage cut to 75%
v2.4.8 [Change] <Missiles>: Fuel tanks hold 25% more fuel
v2.4.8 [Change] <Missiles>: Short range thruster now has the same efficiency as variable, 1 thrust for 1 fuel
v2.4.8 [Change] <Missiles>: Single pixel IR seeker angle down from 35° to 30°, still can't use signal processor and has half the signal strength threshold
v2.4.8 [Change] <Missiles>: Target priority modifier at an angle now scales with the the maximum angle of the guidance component.
v2.4.8 [Change] <Missiles>: Turning rate increased by 50% across the board
v2.4.8 [Fix] <ACB>: Arrows added to the complex control action [BUGS-857]
v2.4.8 [Fix] <ACB>: It is now possible to set the warp drives resting charge using an ACB [BUGS-1124]
v2.4.8 [Fix] <ACB>: Propulsion powerscale can now be negative [BUGS-867]
v2.4.8 [Fix] <ACB>: Setting AI behaviours now works fine [BUGS-1131]
v2.4.8 [Fix] <Airpumps>: Opening or closing a door will now update the airpumps correctly [BUGS-799]
v2.4.8 [Fix] <APS>: APS barrels now extends correctly after having fired [BUGS-1141]
v2.4.8 [Fix] <APS>: APS recoil absorbers tooltip connection fixed [BUGS-1156]
v2.4.8 [Fix] <Blocks>: The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.8 [Fix] <Boilers>: Pipes must now be correctly oriented to connect to a boiler [BUGS-883]
v2.4.8 [Fix] <Breadboard>: Fixed not being able to add more outputs to a component if it has many inputs
v2.4.8 [Fix] <Breadboard>: Fixed the 'and', 'or' and '!' operators not working correctly
v2.4.8 [Fix] <Build>: The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.8 [Fix] <Chairs>: Main chair feature now working [BUGS-1096]
v2.4.8 [Fix] <CRAM>: The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.8 [Fix] <Explosions>: The default value for the air bleeding power is now fixed to '0.35', the '/Users/<Windows Username>/From The Depths/Player Profiles/<FtD Username>/profile/profile.ExplosionBalancing' file will be overwritten in order to reflect the correct default values (the automatic overwriting will be removed after a few weeks) [BUGS-1140]
v2.4.8 [Fix] <Holograms>: No more problem when setting the 'lock to image ratio' toggle with no image
v2.4.8 [Fix] <Holograms>: The holograms and texts will not disappear anymore when behind glass blocks [BUGS-95]
v2.4.8 [Fix] <Laser>: Lasers are now aiming better at very long distances [BUGS-1131]
v2.4.8 [Fix] <Lua>: Fixed NullReferenceException when trying to get the fleet info while a ship in the fleet was being scrapped
v2.4.8 [Fix] <Map>: [BUGS-1135] fleet and force commands can now be ordered to locations shared by map area names and scrap symbols (again).
v2.4.8 [Fix] <Missiles>: Required accuracy can now be enabled/disabled for missile controllers on the hull, the default status is disabled (when not on the hull, then it will always been activated) [BUGS-788]
v2.4.8 [Fix] <PAC>: Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.8 [Fix] <Pistons>: Color will now be applied correctly to pistons when placed or loaded [BUGS-1176]
v2.4.8 [Fix] <Projectiles>: Projectiles now correctly hit (or not hit) moving vehicles. Ricochets against moving vehicles now also take the velocity of the vehicles into account.
v2.4.8 [Fix] <Propulsion>: Fixed a bug that caused propulsion requests to not be executed [BUGS-1001] [BUGS-995]
v2.4.8 [Fix] <Propulsion>: Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.8 [Fix] <Shells>: Fixed shells missing approximately one block out of 10
v2.4.8 [Fix] <Shells>: Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.8 [Fix] <Shields>: The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] <Shields>: The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] <Skills>: Debug explosion skill fixed (be careful, large explosions can hurt very badly)
v2.4.8 [Fix] <STL>: The STL exporter is now fixed. It exports 3D models of your vehicles which can be loaded into other modelling applications or 3D printed. It's accessible in the Construct Info UI (press V on a vehicle)
v2.4.8 [Fix] <TextBlock>: The text block allowed 512 characters but actually could only save 255. Two more 255 text slots have been added to the block to fix this issue.
v2.4.8 [Fix] <Tooltips>: Various laser tooltips updated
v2.4.8 [Fix] <UI>: It's no longer possible to accidentally interact with the main menu before the screen has fully faded in
v2.4.8 [Fix] <UI>: The ACB Controller UI now works fine when modifying the name of a button which is not the first one [BUGS-1111]
v2.4.8 [Fix] <UI>: The red channel of the color with shininess pickup is now working well with the mouse-wheel [BUGS-601]
v2.4.8 [Fix] <UI>: The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] <UI>: The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] <VideoBlock>: No more problem when using an ACB to control it
v2.4.8 [Fix] <VideoBlock>: The camera view shouldn't make the whole game to flicker [BUGS-1084]
v2.4.8 [Fix] <VideoBlocks>: The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
v2.4.8 [Fix] <VideoBlocks>: The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
We are really happy to see the follower count skyrocket from yesterday's post :D
We have hit the first milestone and we should be able to use the mirrored prefabs in the next stable release :D We have also released the walker feet and the save/load subobject-prefab browser super early! (19/08/2019).
We are really proud to have such an awesome and helpful community! Keep it up as we really appreciate it :D