What is up all you awesome people! It is finally here, the update most of us have been waiting for and talking about: The Laser Rework! And an epically long list of bug fixes, tweaks and other additions to From The Depths. We have also switched up a number of UI elements and many new icons giving From The Depths a fresh look that even the White Flayers were over the moon and sacrificing mainframes with joy!
We do understand that this new look may not be everyone’s cup of tea and as always, we are here listening (reading) and paying attention to concerns, dislikes and welcome any awesome suggestions you guys have to improve any aspect of From The Depths.
Before we continue, we would like to thank you all for your support, suggestions and bug reporting.
We have overhauled the lasers which has been discussed since May, so if you missed that you can find it here. If you did miss it and feel like you’ve missed your chance to voice your ideas on the whole thing, then perhaps you should visit the main forum a little more :) However, as I’ve already said we are here, reading and waiting for your feedback.
While our current installed laser systems will show less damage output per shot (DON’T PANIC!), lasers are also using less energy per shot, meaning we can trim down our power houses and extend our lasers or install more shields/increase their power. Lasers are also at a fixed 0.05° inaccuracy, and the focusing optics reduce the damage loss over long distances, which is calculated as follows: for every 10m in air 3% /(2+FOCUS_COUNT) and if the laser is passing through water it would be 20x that. The rest of the changes are as follows for all thing's laser related and anti-projectile/missile:
⦁ APS flak damage increased by 25% ⦁ CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before) ⦁ Missile body component health doubled ⦁ Missile interceptor damage increased by 25% ⦁ Focusing and steering optic cost up from 20 to 50 ⦁ Frequency doubler cost up from 50 to 200 ⦁ Laser cavity costs down from 40 to 20 materials/cubic meter ⦁ Laser pump costs up from 20 to 50 materials/cubic meter ⦁ 1 laser energy is 1 damage for pulsed, 0.5 for continuous ⦁ 1m/3m laser pump power use decreased from 100/300 to 40/120 ⦁ 1m/3m pump energy/second decreased from 100/300 to 20/60 ⦁ Cavity energy storage down from 200/800/8000 to 100/400/4000 ⦁ LAMS node damage penalty removed ⦁ Max size of optic meshes reduced to 60%, now the entire line is the same size (steering optics now do not form cones) ⦁ Maximum firing angle is smaller for longer optic lines ⦁ Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering. ⦁ Continuous lasers still do half the raw damage of pulsed, but they have double the AP ⦁ Laser shields do not directly absorb damage; they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts ⦁ Laser shields now do not use energy, only power ⦁ A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules ⦁ Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction ⦁ Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative ⦁ Smoke dispensers have 65% density/layer ⦁ Effective smoke density is reduced to 75% against wavefront lasers (so 30% instead of 40, for example) ⦁ Wavefront adjuster slider removed, now it reduces base damage to 50% ⦁ Wavefront lasers retain 4x the AP after hitting shields compared to a normal one (100% AP against strength 1, 20% AP against strength 10)
And if you think that was all we have done in the past two weeks then you should think again! We have created a new block type, The VideoBlock, which gives us a camera feed that can play local videos and YouTube, so you can watch your favourite anime while you traverse the 7 seas "liberating" Neter. You can also use the cameras attached to your turrets to see what they are pointing at and even from drones, which is awesome for recon flyers! I have to say I am in love with this block!! Its EPIC!
APS have some more changes that deserve mentioning here: HE, Frag, EMP and also Flak warheads now have 2AP from 0.1
We also have a configurable ACB controller which can control 12 ACBs, and we can set a mainframe’s behaviour using ACBs which was a suggestion by you awesome people. Another suggestion was to make the avatar immortal in designer mode, which can be toggled in the "Misc" tab.
Among the plethora of other bugfixes that you have all reported, namely missiles were not heading towards the targets due to increasing the max FPS setting, missile tutorial could not be completed has been fixed. Barrels exploding while shooting its own projectile and visual glitches like black wood and railgun parts were not at the correct position / angle. The advanced ammo controller ID was not being displayed has also been resolved, and Spin block torque was causing an issue on a number of constructs has been sorted. We have also resolved the fluctuating battery bug along with, constructs that have been teleporting all over Neter, which has been reported by numerous members of the community.
We have done many tweaks and additions from what you awesome people have been telling us, and these can be found further down.
Lastly, we come to what is going to be happening at Brillant Skies for the next two weeks. After compiling a list of frequent suggestions and issues some players were having, we shall be working on the following among a number of other issues and additions.
One of the most discussed topics on discord is steam balancing. We have read so many awesome ideas and suggestions and the most common is scaling up steam power, leaving small engines as they are but making it far cheaper to run steam as you use larger boilers, sacrificing space for efficiency like turbocharger fuel engines. Another idea has been to make steam engines use less material as they spool up, which would allow more highly efficient slow spooling engines and much less efficient fast spooling engines. We shall have some changes for the next DevTest build, which you can all check out soontm and leave us your feedback here. Please remember to check the other topics in case someone has listed the same thing already, and if so smash that vote button.
Some of the suggestions that will be ready for our next DevTest build are:
Numerous breadboard updates with requests from the community including more target information, memory component which will store values when the construct its spawn in, logic gates and the most common suggestions is to drag and drop function for components along with dragging components into position instead of constantly snapping to the grid.
There has been talk about tank tracks for next DevTest build too! Which is something that is always popping up as a suggestion from our epic tank building community 😀
Some other interesting news, Gladyon is fixing bugs fulltime with us 😀 and the last time I checked with him, he had squished over two dozen bugs!
A little sneak peek much further down the road the campaign will be getting looked into, the garrison areas may be removed and the AI constructs that would be there may be able to roam around dynamically. So that means the AI will also be getting looked into! 😀 Tutorials are also listed to be revamped and we should be getting a road map very soon too.
I have also been hearing about Ship girls and how much Nick loves them.
This creation is by Arkhangelsk, that was posted on our Discord, which I think is awesome!
The full list of patch notes:
v2.4.7 [Add] <ACB>: A configurable ACB controller block has been added, it can control up to 12 ACBs using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] <ACB>: Fortresses can now be controlled using ACBs
v2.4.7 [Add] <ACB>: It is now possible to set a mainframe AI behaviour using an ACB
v2.4.7 [Add] <ACB>: Missile hatches can now be forced open using ACBs
v2.4.7 [Add] <Avatar>: Option to make the avatar immortal in singleplayer designer. Option is in the 'Misc' part of the menu
v2.4.7 [Add] <Blocks>: Rubber wedges (front and back 1m,2m,3m,4m) are now hand UV mapped rather than be procedurally tri-planar mapped like the rest of the rubber
v2.4.7 [Add] <Breadboard>: Added a function to the maths evaluator to get the angle between two vectors
v2.4.7 [Add] <Breadboard>: Multiple expressions separated by commas in the maths evaluator can be used to set different outputs of the component to different values
v2.4.7 [Add] <Missiles>: Missile proximity fuse component now has a 'minimum altitude slider'
v2.4.7 [Add] <Missiles>: Missiles with a harpoon that are attached to a winch can now pull and be pulled by the vehicle they are attached to. Enabled in the winch UI
v2.4.7 [Add] <Missiles>: The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.7 [Add] <Tutorials>: Ability to set tutorial vehicles so that their blocks cannot be accidentally removed by the player. Now used in the first tutorial.
v2.4.7 [Add] <Tutorials>: Added ability to highlight all sorts of buttons in the tutorials. Used in first tutorial.
v2.4.7 [Add] <UI>: Buttons (resource view, detection view, objectives, diplomacy) are displayed as required on the Fleet Control, strategic map view and tactical map view.
v2.4.7 [Add] <VideoBlock>: [EXPERIMENTAL] Camera feed is now available
v2.4.7 [Add] <VideoBlock>: A pre-configured video controller block has been added, it can fully control a VideoBlock using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] <VideoBlock>: Local videos can now be played
v2.4.7 [Add] <VideoBlock>: Several channels are now available
v2.4.7 [Change] <AI>: Choosing the types of AI PIDs you want to use is now done with toggles in the AI menu instead of setting them in the AI PIDs themselves.
v2.4.7 [Change] <APS>: EMP and Flak warhead bodies now have the same kinetic, AP and speed modifiers as HE and Frag warhead bodies
v2.4.7 [Change] <APS>: HE, Frag, EMP and Flak heads now have 2 AP instead of 0.1
v2.4.7 [Change] <Avatar>: Aiming cross hair no longer shows up if no weapon slot selected or weapon control disabled
v2.4.7 [Change] <Breadboard>: The breadboard now uses a new maths evaluator that can use data types other than normal numbers. All available functions can be viewed in the breadboard
v2.4.7 [Change] <Campaign>: The supply route UI has been massively improved with a lot of new functionality for easily creating routes.
v2.4.7 [Change] <HoloBlock>: The 'Set to image ratio' button has been replaced by a toggle to lock the ratio of the projection to the ratio of the image
v2.4.7 [Change] <LAMS/projectiles>: APS flak damage increased by 25%
v2.4.7 [Change] <LAMS/projectiles>: CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
v2.4.7 [Change] <LAMS/projectiles>: Missile body component health doubled
v2.4.7 [Change] <LAMS/projectiles>: Missile interceptor damage increased by 25%
v2.4.7 [Change] <Laser costs>: Focusing and steering optic cost up from 20 to 50
v2.4.7 [Change] <Laser costs>: Frequency doubler cost up from 50 to 200
v2.4.7 [Change] <Laser costs>: Laser cavity costs down from 40 to 20 materials/cubic meter
v2.4.7 [Change] <Laser costs>: Laser pump costs up from 20 to 30 materials/cubic meter
v2.4.7 [Change] <Laser energy>: 1 laser energy is 1 damage for pulsed, 0.5 for continuous
v2.4.7 [Change] <Laser energy>: 1m/3m laser pump power use decreased from 100/300 to 40/120
v2.4.7 [Change] <Laser energy>: 1m/3m pump energy/second decreased from 100/300 to 20/60
v2.4.7 [Change] <Laser energy>: Cavity energy storage down from 200/800/8000 to 100/400/4000
v2.4.7 [Change] <Laser energy>: LAMS node damage penalty removed
v2.4.7 [Change] <Laser optics>: All lasers have a fixed inaccuracy of 0.05°
v2.4.7 [Change] <Laser optics>: Focusing optics reduce damage loss over long distances. Damage loss for every 10m in air: 3% / (2 + FOCUS_COUNT). In water 20x that.
v2.4.7 [Change] <Laser optics>: Max size of optic meshes reduced to 60%, now the entire line is the same size(steering optics now do not form cones)
v2.4.7 [Change] <Laser optics>: Maximum firing angle is smaller for linger optic lines
v2.4.7 [Change] <Laser optics>: Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
v2.4.7 [Change] <Laser shields>: Continuous lasers still do half the raw damage of pulsed, but they have double the AP
v2.4.7 [Change] <Laser shields>: Laser shields do not directly absorb damage, they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
v2.4.7 [Change] <Laser shields>: Laser shields now do not use energy, only power
v2.4.7 [Change] <Laser smoke>: A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
v2.4.7 [Change] <Laser smoke>: Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
v2.4.7 [Change] <Laser smoke>: Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
v2.4.7 [Change] <Laser smoke>: Smoke dispensers have 65% density/layer
v2.4.7 [Change] <Laser wavefront>: Effective smoke density is reduced to 75% against wavefront lasers(so 30% instead of 40, for example)
v2.4.7 [Change] <Laser wavefront>: Wavefront adjuster slider removed, now it reduces base damage to 50%
v2.4.7 [Change] <Laser wavefront>: Wavefront lasers retain 4x the AP after hitting shields compared to a normal one(100% AP against strength 1, 20% AP against strength 10)
v2.4.7 [Change] <Map>: Improved the distinction between out of play forces, selected forces, flagships and dead blueprints in the the tactical map icons
v2.4.7 [Change] <Memory>: The garbage generated in memory has been divided by approximately 2 while in battle (so, the game should stutter 2 times less often)
v2.4.7 [Change] <Technical>: Starting up the game is now largely multi-threaded and should take up to 20s less
v2.4.7 [Change] <UI>: Added gifs to behaviour, manoeuvre and additional tabs of AI UI to explain what they do
v2.4.7 [Change] <UI>: Changed the behaviour, manoeuvre and additional tabs of the AI UI to be less cluttered
v2.4.7 [Change] <UI>: Many new UI icons
v2.4.7 [Change] <UI>: Removed the UI of the AI PID block. Selecting what kind of PIDs you want is now done in the AI UI, which is also opened when interacting with an AI PID
v2.4.7 [Change] <UI>: Some new icons for the 'brushes' in the map editor
v2.4.7 [Change] <UI>: The 'favourites' build bar now has some slightly different graphics, and is easier to use
v2.4.7 [Change] <UI>: The give to/take from fleets UI has been updated
v2.4.7 [Change] <UI>: The 'Tree View' for loading blueprints has been changed to make it display at any size
v2.4.7 [Fix] <ACB>: The 'Target' panel is now updated correctly when using the 'Paste' button of the UI instead of using 'Ctrl+V' [BUGS-996]
v2.4.7 [Fix] <Appliques>: The health of the applique blocks can now drop under 50%, and they won't explode anymore [BUGS-1069]
v2.4.7 [Fix] <APS>: [BUGS-1043] Adv Ammo controller once again shows its ID in the tooltip
v2.4.7 [Fix] <Avatar>: Fixed the jump animation of rambot not stopping after leaving a chair
v2.4.7 [Fix] <Blocks>: Reinforced wood and stairs no longer render black
v2.4.7 [Fix] <Blocks>: The moving parts of the blocks now shrink along with the blocks [BUGS-854]
v2.4.7 [Fix] <Blocks>: The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.7 [Fix] <Blocks>: Wooden wedges 1m, 2m, 3m and 4m now have the correct UV map for their texture.
v2.4.7 [Fix] <Bug>: [Bug]-1056 Misile Testing Range updated into working order.
v2.4.7 [Fix] <Bug>: [Bug]-1065 Typo fixed.
v2.4.7 [Fix] <Build>: The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.7 [Fix] <Campaign>: Battle is cancelled if all forces are scrapped during setup phase
v2.4.7 [Fix] <Campaign>: Enemy force boxes that are invisible on the map are now also invisible in HUD and fleet control UI
v2.4.7 [Fix] <Campaign>: Fixed withdrawn forces in a battle still showing up as force boxes
v2.4.7 [Fix] <Campaign>: Improved the fleet movements and ordering- they more closely follow orders when out of play now
v2.4.7 [Fix] <Campaign>: Magic wand in battle setup now has a tooltip explaining it
v2.4.7 [Fix] <Campaign>: Time now returns to 100% when fleet blockade messages are accepted
v2.4.7 [Fix] <Campaign>: You can now give multiple forces who are in patrol mode patrol orders even if they are split over several fleets
v2.4.7 [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]
v2.4.7 [Fix] <Jets>: Custom jet engines now display the correct max fuel usage
v2.4.7 [Fix] <Missiles>: Fixed bug that prevented missiles from turning the direction they wanted to turn [BUGS-1024]
v2.4.7 [Fix] <Missiles>: Re-added the 'Apply to all' button to the new missile winch UI [BUGS-1035]
v2.4.7 [Fix] <Modding>: [BUGS-937] meshes provided by mods with no normals will now have normals recalculated. This avoids issues where the block is rendered black.
v2.4.7 [Fix] <Modding>: Fixed the bug where changing the mesh, material etc in a copied mod item also changes it in the pasted mod item [BUGS-1077]
v2.4.7 [Fix] <Multiplayer>: Fixed a number of projectile related bugs in multiplayer
v2.4.7 [Fix] <Multiplayer>: Fixed a serious bug causing clients to often spawn in with just a camera and no avatar
v2.4.7 [Fix] <Multiplayer>: Got 'attack on eyrie' mission and 'tower defence' missions loading again
v2.4.7 [Fix] <PAC>: Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.7 [Fix] <Planet editing>: Planets can now safely change the terrain resolution or terrain section size and planet swapping will work fine.
v2.4.7 [Fix] <Propulsion>: Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.7 [Fix] <Regressions>: [BUGS - 1005] Issue with map pathfinding fixed- it could hang the campaign
v2.4.7 [Fix] <Regressions>: [BUGS-1004] Fixed a crash caused by warp engines warping from a background thread
v2.4.7 [Fix] <Regressions>: [BUGS-1007] Fixed the rotations of the railgun magnets- which all pointed downwards due to a bug in the last patch.
v2.4.7 [Fix] <Regressions>: [BUGS-1027] Multithreading issues to Helicopter Blade and Helicopter Blade Always Up components now fixed. Large numbers of these components spawned at once would create odd physics before the fix.
v2.4.7 [Fix] <Regressions>: [BUGS-955] All projectiles now advance one iteration immediately after firing to avoid destruction of own barrel (issue caused by multi-threading)
v2.4.7 [Fix] <Regressions>: [BUGS-962] flickering of the vehicle when spawning with 'block-by-block' toggled has been fixed
v2.4.7 [Fix] <Regressions>: [BUGS-965] Turn wheel adv controller options incorrectly configured and caused crash in ConstructInfoUi (V)
v2.4.7 [Fix] <Regressions>: [BUGS-966] fixed an issue in map pathfinding that causes campaigns to hang
v2.4.7 [Fix] <Regressions>: [BUGS-969] Low LOD mode issues with missile ejection fixed
v2.4.7 [Fix] <Regressions>: [BUGS-981] Missile laser once again properly excludes 'hits' off it's own vehicle
v2.4.7 [Fix] <Regressions>: Fixed bugs causing connected blocks to fall off and disconnected blocks to not fall off [BUGS-1078]
v2.4.7 [Fix] <Regressions>: Fixed fortress jitter, 'next song' button fixed, map editor UI scaling fixed, fleet/force button panel buttons now the correct size.
v2.4.7 [Fix] <Shells>: Fixed shells missing approximately one block out of 10
v2.4.7 [Fix] <Shells>: Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.7 [Fix] <Sound block>: The sound block now works in Multi-Player (it's also now possible to stop the sound with UI) [BUGS-1045]
v2.4.7 [Fix] <Tutorial>: Hold Q options disabled in tutorials
v2.4.7 [Fix] <Tutorial>: Tutorial display now remains visible while using certain other UIs
v2.4.7 [Fix] <UI>: Fixed terrain view distance being too low in fleet control UI
v2.4.7 [Fix] <UI>: Fleet and force rename popups now respond to escape and enter keys
v2.4.7 [Fix] <UI>: The 'favourites' build bar no longer spawns your vehicles directly under the crosshair if there is already a vehicle there- this avoids 'telefragging'.
v2.4.7 [Fix] <UI>: The headers of the UI panels now perfectly respond to mouse over events
v2.4.7 [Fix] <UI>: The 'info' panel on the right hand side (that displays warnings, etc) is now correctly positioned for most use cases in HUD, Fleet Control UI and Map UI.
v2.4.7 [Fix] <UI>: The 'map teleport' button now correctly cancels if you right click or re-click the button.
v2.4.7 [Fix] <VideoBlock>: Now works in multiplayer
v2.4.7 [Fix] <VideoBlock>: The camera view shouldn't make the whole game to flicker [BUGS-1084]
Hi all, Excited to say 2.4.6.18 is now live. Main focus has been performance improvements via multi-threading. Early testers are seeing extremely significant improvements in frame rate (50% to 100%). The other focus has been on tidying up the main menu, in game menu and tutorial system. The breadboard system has seen a lot of improvements and a number of quite serious bugs have been addressed, including fixes and improvements to Drills and Repair bots.
v2.4.6 [Add] <ACB>: ACB can now stop a sound block playing a sound v2.4.6 [Add] <Block>: Mannequin block added. Options to automatically set pose still to come v2.4.6 [Add] <Blocks>: A video block has been added (in Decoration) v2.4.6 [Add] <Breadboard>: Added input with information about the flagship of the fleet v2.4.6 [Add] <Breadboard>: Added input with information about the point the AI tries to steer towards v2.4.6 [Add] <Breadboard>: Added optional grid to the breadboards. Modules will snap to it if enabled v2.4.6 [Add] <Breadboard>: Breadboards now evaluate off the main thread v2.4.6 [Add] <Breadboard>: Scroll wheel now zooms in and out on the breadboard v2.4.6 [Add] <Breadboard>: The 'del' key can now also be used to delete in- and output v2.4.6 [Add] <Breadboard>: You can now zoom in and out in the breadboard v2.4.6 [Add] <Drills>: Drill bit/extension armour class is improved when drill is spinning v2.4.6 [Add] <Environment>: Seagulls now circle vehicles and avatars (as well as the camera) when the opportunity arises v2.4.6 [Add] <Environment>: You can now change the number of seagulls, or turn them off altogether v2.4.6 [Add] <Game>: Added a cinematic block-by-block spawn option for vehicles in designer v2.4.6 [Change] <AI>: Changed the maximum for the adjuster disable range setting of the charge behaviour to 2000m v2.4.6 [Change] <APS>: Autoloaders save the shell they have chambered- this removes extra ammo usage on vehicle spawn v2.4.6 [Change] <Controls>: You can now command an AI to attack a specific target (using E interface) regardless of if it has a target prioritisation card on v2.4.6 [Change] <Game>: FTD no longer changes 'unity scenes' between different modes- it just cleans out rubbish from the old mode and loads in the new stuff. It's faster and more stable this way- but if any rubbish is left over, let us know. v2.4.6 [Change] <Game>: Item thumbnails in the inventory now load asyncronosly so they do not pause the main thread when you change inventory page. v2.4.6 [Change] <Menus>: Main menu and in game menus restyled v2.4.6 [Change] <Sounds>: CW Laser sound now diminishes over time to to make it less annoying when constantly firing v2.4.6 [Change] <Steam>: Steam engine crank parts have been moved to a different rendering system. v2.4.6 [Change] <Threading>: All projectiles are calculated off the main thread now v2.4.6 [Change] <Threading>: Connection of block subsystems is now done off the main thread v2.4.6 [Change] <Threading>: Creation of chunked meshes is now done off the main thread v2.4.6 [Change] <Threading>: Pathfinding now allocates much less temporary memory v2.4.6 [Change] <Threading>: Power creation, usage and controllable blocks all processed off the main thread now v2.4.6 [Change] <Threading>: Rams are more efficiently processed now v2.4.6 [Change] <Threading>: Some repair logic and all detection logic calculations calculated off the main thread v2.4.6 [Change] <Threading>: Terrain generation now runs much faster and with smaller memory allocations v2.4.6 [Change] <Tutorials>: Game supports the use of 'gifs' in interactive tutorial scenes to help guide player- we've added one so far. v2.4.6 [Change] <Tutorials>: On completion of a tutorial segment you are prompted to pick another one to complete (three options provided). v2.4.6 [Change] <Tutorials>: Quizes have been removed from the tutorial content v2.4.6 [Change] <Tutorials>: Tutorial content interface updated v2.4.6 [Fix] <ACB>: ACB can now control the new GP-PIDs properly [BUGS-725] v2.4.6 [Fix] <ACB>: Fixed [FTDSCRUM-288] ACB list of blocks to execute not updated properly with blocks added/removed to/from spinblocks v2.4.6 [Fix] <Adventure mode>: Multiple bugs fixed for adventure mode. Moving through warp gates no longer needs to physically reposition everything in the world, which is nice. v2.4.6 [Fix] <Breadboard>: Fixed A, B, C, D and E drives of the propulsion module all affecting the A drive v2.4.6 [Fix] <Campaign>: [BUGS-887] Fixed a bug regarding the spawning of a vehicle with coloured particle cannon in campaign v2.4.6 [Fix] <Drills>: Fixed a number of bugs with drills and made them more dangerous v2.4.6 [Fix] <Game>: [BUGS-322] out of play drones (of a mothership force) no longer have fuel costs associated with their movement v2.4.6 [Fix] <Game>: [BUGS-322] out of play fuel consumption of forces now correctly stops when the force is not moving, and is proportional to the movement speed of the force v2.4.6 [Fix] <Lua>: Lua errors are now logged in the Lua box again [BUGS-769] v2.4.6 [Fix] <Map editor>: [BUGS-793] Fixed map editor error when adding a new weather system v2.4.6 [Fix] <Missiles>: [BUGS-629] Fixed LWCs not dropping bombs v2.4.6 [Fix] <Modding>: The build guide capture, added in 2.4.5, now actually works v2.4.6 [Fix] <Multiplayer>: Blueprint spawners are now moderately supported in multiplayer- but not fully functional. Previously their spawns were not syncronised at all. v2.4.6 [Fix] <Regressions>: [BUGS-924] Barrels of guns not placed forwards on the construct were rendered in wrong position v2.4.6 [Fix] <Regressions>: Fixed mimic rendering issue where the mesh normals were not correctly stretched v2.4.6 [Fix] <Regressions>: Fixed threading issues affecting propulsion / control systems / physics that were created in 2.4.6.0 v2.4.6 [Fix] <Repairing>: [BUGS-948] Fixed repair bugs (the repair-self block's repair bots)
Really excited to release 2.4.5. It's been a really busy week since 2.4.4 and we've achieved a lot. The HUD/UI in normal mode and build mode has been updated, there is a great new feature where pressing middle mouse brings up loads of extra HUD visuals and gives you a mouse with which to interact with them (build mode and normal mode). We've also added a way to save down user interfaces for later use (so you don't need to navigate back through menus to find them, or find blocks deep inside the vehicle). A lot of bugs have been fixed and a lot of other changes have been made which you can read more about below.
As for 2.4.3 and 2.4.4 I've made a video explaining the changes- you can find it here https://youtu.be/dVKxSJfGTp8
The main place to talk about this patch should be on the official forums here:
v2.4.5 [Add] <ACB>: Strafe and hover commands added v2.4.5 [Add] <Breadboard>: Added %, <, <=, >, >=, == and != operators to the maths evaluator v2.4.5 [Add] <Breadboard>: Added input to get the last propulsion request to any drive v2.4.5 [Add] <Breadboard>: Added input with various time related values to breadboard v2.4.5 [Add] <Breadboard>: Added select manoeuvre component to AI breadboard v2.4.5 [Add] <Breadboard>: Added target bearing input to primary target info of AI breadboard v2.4.5 [Add] <Breadboard>: Breadboards maths evaluator can now use the same functions as other maths evaluators. Also added many extra functions to all maths evaluators v2.4.5 [Add] <Electric engine>: Electric engines can now use complex controls v2.4.5 [Add] <Tutorials>: You can now create a Build Guide in game by pressing Shift+Insert (re-mappable) when in build mode to capture the current vehicle as a state in the build guide. Holding the key for 3 seconds will wipe what you have captured. In the modding interface you can dump your capture into a build guide definition. Expect to see higher quality build guides in game shortly. v2.4.5 [Add] <UI>: [REQ-113] A bunch of modal confirmation windows added to avoid exiting to the main menu by error v2.4.5 [Add] <UI>: You can now 'collapse' a UI instead of closing it, it will be added to the HUD so that you can open it at any point in the future- very useful for keeping track of useful blocks and PIDs! v2.4.5 [Change] <Blocks>: Ai tutorial and manual updated. v2.4.5 [Change] <Blocks>: Inventory names reorganized and new descriptions given. v2.4.5 [Change] <Building>: You can rename blocks in build mode using SHIFT + N. All blocks can now be renamed. v2.4.5 [Change] <Controls>: Perma-build and Perma-remove are now remappable, but bound to CTRL+H instead of middle mouse (you can rebind it where-ever you like, but I have plans for middile mouse...) v2.4.5 [Change] <Tutorials>: The basic controls tutorial has been updated and expanded to be a lot more useful. v2.4.5 [Change] <UI>: A display of what the mouse buttons do is now displayed whenever an avatar item is selected v2.4.5 [Change] <UI>: ACB UI tidied up a bit, to make it all display on screen at once (no scrolling needed) v2.4.5 [Change] <UI>: Added block thumbnails to the inventory so you can search visually by appearance v2.4.5 [Change] <UI>: Controlled weapon status glitches fixed- now displays correctly the number of missiles v2.4.5 [Change] <UI>: HUD and inventory UI no longer use the one size fits all scaled UI system- now they fit on the screen and use your selected fontsize and button dimensions v2.4.5 [Change] <UI>: Painted and renamed blocks will display their paint index and custom name in the tooltip now v2.4.5 [Change] <UI>: Path View is no longer an avatar item, but an option which is toggleable from the HUD after pressing middle mouse button v2.4.5 [Change] <UI>: Resource bar view remapped from R to CTRL+R but is now toggleable from the extended HUD mode after pressing middle mouse button v2.4.5 [Change] <UI>: Ships wheel no longer displays the 'turn sail left/right commands', these are simply 'roll left and roll right' buttons (you can hook them up to control sails / roll / whatever you want). v2.4.5 [Change] <UI>: Tidied up the main HUD and the building HUD v2.4.5 [Change] <UI>: Using icons for most character weapons / items on the toolbar now v2.4.5 [Fix] <ACB>: [BUGS-685] Fixed all the command inputs in the ACB v2.4.5 [Fix] <ACB>: [BUGS-717] Electric engine power not considered by ACB v2.4.5 [Fix] <ACB>: [BUGS-719] ACB aerial AI related crash v2.4.5 [Fix] <Steam engines>: [BUGS-704] Possible crash when removing a pipe when using steam engines with really a lot of pistons (or a dozen huge ones) v2.4.5 [Remove] <Avatar>: Melee attack has been removed v2.4.5 [Remove] <UI>: The old tactical UI, opened traditionally with 'N', has been removed from the game
2.4.4 deals mainly with multiplayer fixed, but also adds a cool new system called "annotations" (accessible from the vehicle V menu and visible when the game is paused, or in build mode) It also makes a really nice quality of life change to the UI where holding middle mouse or holding E (both rebindable) allows the "mouse look" in all interfaces. Keyboard moving of the camera is already active in UIs so now you can really explore things whilst you have a UI open. A number of other bugs have also been fixed, but are small and as such I did not put them into the change log.
v2.4.4 [Add] <Game>: Added 'annotation' options for vehicles (accessible from V menu). These are visible when the game is paused (F11) or you are building on the design. See DWG 'Duster' for first examples. v2.4.4 [Add] <UI>: Holding middle mouse or pressing E allows you to 'mouse look' from inside an open user interface. Available in almost all UIs. Rebindable in the options menu. v2.4.4 [Fix] <AI>: [BUGS-763] Bug with 'above' type adjuster for naval behaviour fixed (caused issue with broadside) v2.4.4 [Fix] <Blocks>: [BUGS-753] Auto-orientation of custom jet engine extension parts fixed v2.4.4 [Fix] <Blocks>: [BUGS-767] Bug with ACB setting GP-PID type triggering the pre-2.4.0 vehicle migration code for assigning hover thrusters now fixed v2.4.4 [Fix] <Breadboard>: [BUGS-758] Propulsion and drive breadboard modules no longer act when vehicle is being tractor beamed by friendly docking station v2.4.4 [Fix] <Fortress>: Fortress manoeuvre and behaviour routines now have a default setup migration for the 'adjuster'- this will keep them at sensible altitudes v2.4.4 [Fix] <Fortress>: Fortresses can now turn under AI control v2.4.4 [Fix] <Missiles>: [BUGS-740] large gantries only connect when they are exactly lined up with the launch pad (odd configurations used to be possible) v2.4.4 [Fix] <Missiles>: [BUGS-759] Missiles fired / reloaded during a warp jump are now the correct size v2.4.4 [Fix] <Multiplayer>: [BUGS-709] Breadboards will sync changes correctly in multiplayer now v2.4.4 [Fix] <Multiplayer>: [BUGS-738] Copy Paste now synchronises in multiplayer v2.4.4 [Fix] <Multiplayer>: [BUGS-738] Reset buttons on the UI (such as those for propulsion blocks) now correctly sync in multiplayer v2.4.4 [Fix] <Multiplayer>: [BUGS-739] 'Repair Other' repair beams now render on the client as well as the host in multiplayer v2.4.4 [Fix] <Multiplayer>: Fixed various issues retrofitting a vehicle with stacked subconstructs v2.4.4 [Fix] <Multiplayer>: Fixed various issues with new vehicles built in multiplayer not syncronising data v2.4.4 [Fix] <Multiplayer>: Fixed various issues with sub vehicle spawners and syncronisation of the drone/mothership states v2.4.4 [Fix] <Multiplayer>: Spawning a vehicle with drones no longer creates issues v2.4.4 [Fix] <PAC>: Fixed issues with PAC melee lens and made it a lot more damaging v2.4.4 [Fix] <SVS>: Drone and mothership links are maintained until the SVS block is permanently removed from the design (not just killed), or the UI is used to disconnect the drone.
The focus this last week has been to make the new AI more versatile and easier to use. There is now a module called the "adjuster" that sits between the behaviour and the manoeuvre routines and adjusts the waypoint to take acount of various things such as desired altitudes, avoiding other vehicles, pathfinding around sea or land. I'm quite pleased with the result of this. I've also expanded on the functionality of the breadboard (and made an AI version of the breadboard) that can be used to automate the switching of different behaviours. A lot of bugs have been fixed.Various usability improvements and simplifications have been made to the UI, and a few more AI behaviours (including a ramming AI) have been added.
v2.4.2 [Add] <Breadboard>: Added altitude type selection to the altitude input module v2.4.2 [Add] <PID>: GP PID now has a simple axis responder that controls the fake set point v2.4.2 [Change] <AI>: The addition of an automatic manoeuvre routines has been disabled, as many mainframes are for weapon control only and don't want one. v2.4.2 [Fix] <AI>: [BUGS-699] Projectile avoidance additional routine crash fixed v2.4.2 [Fix] <Avatar>: [BUGS-712] Fire control computer and weapons go unresponsive after avatar death v2.4.2 [Fix] <Blocks>: [BUGS-711] Tooltip for air rudder and air elevator added, and alerts user when parts placed upside down. Many tooltips updated. v2.4.2 [Fix] <Blocks>: [BUGS-722] Fixed a crash in the equation editor v2.4.2 [Fix] <Linux>: [BUGS-721] Ensured the LUA .so files ship with the linux installers v2.4.2 [Fix] <Missiles>: [BUGS-701] The 2x2 large missile hatch now mirrors correctly v2.4.2 [Fix] <Story>: [BUGS-713] Most story mission events were pre-triggered and would not trigger again. Fixed now. v2.4.2 [Fix] <UI>: [BUGS-700] Pressing the preset buttons in the game config tab of the options UI now triggers the reevaluation of the game's config after the options have been changed v2.4.2 [Fix] <UI>: [BUGS-715] Fixed an issue with the display of fixed width tooltips v2.4.2 [Fix] <UI>: Interaction with sub objects in build mode easier now v2.4.3 [Add] <AI>: Added a universal waypoint adjustment module in between the behaviour and the manoeuvre v2.4.3 [Add] <AI>: Added in some new AI behaviours, including a ramming one v2.4.3 [Add] <AI>: Ramming AI has a new slider for disabling the adjuster when within a certain distance of the target v2.4.3 [Add] <AI>: Six axis manoeuvre routine has a new 'look ahead distance' for configuring the way the vehicle points v2.4.3 [Add] <AI>: The projectile avoidance additional routine can now target all vehicle movement axes (not just A/B/C/D/E) v2.4.3 [Add] <Breadboards>: Added orientation input to the breadboards- providing roll pitch and yaw of the vehicle v2.4.3 [Add] <Lua>: Added GetAIMovementMode and GetAIFiringMode functions to replace AIMode field. AIMode now returns only 'off' or 'on' v2.4.3 [Add] <Lua>: Added GetPowerFraction and GetElectricPowerFraction functions v2.4.3 [Add] <Lua>: Added PowerFraction and ElectricPowerFraction to FriendlyInfo v2.4.3 [Add] <Modding>: Construct modules can now save data packets in the same way as the blocks do by overriding the UniqueSetId field and declaring the packets in the class v2.4.3 [Add] <PIDS>: Added set point adjust (number added to the set point) and a set point multiply terms to the PIDs. This will make it easier to tweak the pitch of your vehicle so that it maintains altitude. v2.4.3 [Add] <UI>: Added some refinements to the Responding module UI v2.4.3 [Add] <UI>: Added to UI sliders so they don't change length as you are dragging them v2.4.3 [Add] <UI>: Added tooltips to help show that it is possible to resize and move the UI windows v2.4.3 [Add] <UI>: Provided toggles to hide a) misc axes, b) custom axes, c) secondary/tertiary drives d) strafe hover. This helps to declutter the UI v2.4.3 [Add] <UI>: The AI UI now shows the details of one of the routines, alongside the main window v2.4.3 [Add] <UI>: The LAMs UI has been updated- option to copy to all LAMS and copy just the color to all LAMs has been added v2.4.3 [Add] <UI>: You can now right click the preset button to add the preset without removing other settings v2.4.3 [Fix] <AI>: When you issue patrol orders the rotation is now used (important for six axis manoeuvre routine) v2.4.3 [Fix] <Blocks>: [BUGS-726] Sub vehicle spawner no longer resets to default when put into play v2.4.3 [Fix] <Blocks>: [BUGS-80] Pulsed LAM beams now color correctly v2.4.3 [Fix] <Multiplayer>: [BUGS-731] Issues with the removal of turrets and spinners fixed (removing the block under them caused de-sync issue) v2.4.3 [Fix] <Multiplayer>: [BUGS-733] Missile component changes now syncronise over the network correctly v2.4.3 [Fix] <Multiplayer>: [BUGS-734] ACBs now run on the clients right up until the point of making the change- this ensures all the UI data is correct on clients v2.4.3 [Fix] <Weapons>: [BUGS-736] setting restraints relative to parent construct now shows the correct visualization of the constraint setting arrows
I'm really excited to be releasing the 2.4.0 series of patches to the main branch today. These patches expand on the AI framework of the game, allowing more modular AI. They also expand on the control aspect of the game, allowing more control over your vehicle systems. The way data is saved and synchronised in multiplayer has also been reworked and this should lead to a smoother multiplayer experience. There are a load of other changes as well, so have a look at the full list below.
v2.3.2 [Add] <block>: Mimic Lead added, same stats as lead with 4 cost. v2.3.2 [Add] <Block>: Added wedge front and back to glass, wood, and heavy armor. v2.3.2 [Add] <Block>: Lead, Stone, and Rubber received full block variation. v2.3.2 [Add] <Block>: Mimic Alloy added, same stats as alloy with 7 cost. v2.3.2 [Add] <Block>: Mimic Metal added, same stats as metal with 7 cost. v2.3.2 [Add] <Block>: New Cargo Material containers. Now you can make the perfect cargo ships! Or just have a nice large container to hold your mats. v2.3.2 [Change] <Block>: Mimics now cost 2. v2.3.2 [Change] <Block>: Updated Stone, lead, and rubber material. v2.4 [Add] <AI>: Added 'Wander distance' to aerial AI so you can chose the size of the holding pattern they fly if they reach their final waypoint v2.4 [Add] <AI>: AI naval and land AI now has the ability to hover at a specific height and control pitch v2.4 [Add] <AI>: Some new AI modes added such as a ramming behaviour mode and a six axis stabilisation manoeuvre mode v2.4 [Add] <AI>: You can now disable the AI PID/other control over roll, pitch, yaw, strafe, hover or propulsion v2.4 [Add] <APS>: You can now configure how far apart the barrels of a multiple barrel APS gun (i.e. chaingun) are placed v2.4 [Add] <Blocks>: Complete sets of rubber, stone and lead blocks added v2.4 [Add] <Control>: Added in the initial prototype of the BreadBoard control unit- more to come v2.4 [Add] <Control>: Balloon deployer now has much more fine control over the size (and lift) of the balloon. v2.4 [Add] <Countermeasures>: Added radar/sonar equivalent of sticky flare(same as sonar/radar buoys but no GPP requirement, no detections and twice as powerful). v2.4 [Add] <Countermeasures>: Heat decoy got a power slider, between 100-5000 v2.4 [Add] <Countermeasures>: New block: chaff emitter. Uses materials/sec, reduces radar signature by a flat value. Reduction scales with the third root of total materials used by all chaff emitters on the vehicle(better on small things). v2.4 [Add] <Countermeasures>: New block: radar decoy. 100-5000 power, radar missiles have a chance to lock onto it based on power(see tooltip). v2.4 [Add] <Countermeasures>: New block: sonar decoy. 100-5000 power, sonar torpedos have a chance to lock onto it based on power(see tooltip). v2.4 [Add] <Countermeasures>: Signal strength scales with size and decoy count on the missile. See tooltips for more info. v2.4 [Add] <Gameplay>: You can now change the maximum number of projectiles the game supports at any time, for all four types of projectile. Options in the Misc tab of the options menu. v2.4 [Add] <Holograms>: Text can now be added to holograms v2.4 [Add] <Lasers>: New block: output regulator. Attaches to the multipurpose laser, if it's present cavity drain is a % of max energy, not current. v2.4 [Add] <Missile signal processor>: New missile component replacing IR camera: signal processor. v2.4 [Add] <Missile signal processor>: S/M/L signal processors reduce enemy decoy missile strength to 20/15/10% of the original. v2.4 [Add] <Missile signal processor>: Takes a full component on all missile sizes. v2.4 [Add] <Missiles>: New block: 2x2 L hatch. v2.4 [Add] <Missiles>: New block: single rail S launcher. 1/5 the cost of a quad rail, 1/4 weight, 1/2 health. v2.4 [Add] <Piston>: You can edit the velocity of piston movement from the piston UI now (you no longer need an ACB to change it) v2.4 [Change] <AI>: AI cards now provide one 'routine slot' for a 'behaviour' or 'additional' routine that is configured and saved in the AI mainframe. This change is backwards compatible with all old designs. v2.4 [Change] <AI>: AI control has been separated into three types of routine: 'behaviour', 'manoeuvre' and 'additionals'. This allows more customisation of the AI. v2.4 [Change] <AI>: AI PIDs reworked a little bit for simplicity v2.4 [Change] <Controls>: AI now directly controls the drives, rather than sending single frame commands v2.4 [Change] <Controls>: Each functional block can now 'respond' to inputs (such as pitch up, roll left, A,B,C,etc) in various ways/magnitudes v2.4 [Change] <Controls>: GP PIDs set to 'propulsion hover' will automatically migrate all upwards facing thrusters so that they can still control them in this new update v2.4 [Change] <Controls>: It is now possible to request hover up / hover down / strafe left / strafe right as well as five extra commands (A,B,C,D,E) and custom named commands v2.4 [Change] <Controls>: Spin blocks can now be directly mapped to respond to controls in a much more sensible way v2.4 [Change] <Controls>: The Adv Controller input keys and three drives remain unchanged v2.4 [Change] <Controls>: The GP PID controller has it's settings separated into inputs and outputs and multiple outputs are now selectable. v2.4 [Change] <Controls>: There are now two sets of player editable vehicle key mappings, one for a typical plane and one for a typical boat. v2.4 [Change] <Controls>: Water drive and air drive have been simplified into 'primary drive' and a 'secondary drive' and 'tertiary' drive have been added. v2.4 [Change] <Costs>: AI mainframe cost down from 400 to 300 v2.4 [Change] <Costs>: General purpose processing card cost down from 200 to 100 v2.4 [Change] <Costs>: Missile controller cost down from 100 to 50 v2.4 [Change] <Costs>: Missile stagger addon cost down from 100 to 50 v2.4 [Change] <Lasers>: Cavities now spawn full v2.4 [Change] <Lasers>: New tooltips breaking down relevant info on cavity lines, couplers and multipurpose/combiner/optics/LAMS nodes v2.4 [Change] <Missile HE>: Flak damage down to 80% (now 120% of the pre-rework value) v2.4 [Change] <Missile HE>: HE/flak push force halved against missiles v2.4 [Change] <Missile HE>: Missile HE warheads don't damage missiles, only push them v2.4 [Change] <Missile interceptor>: Interceptor damage is now 100/200/400 for S, 500/1000/2000 for M v2.4 [Change] <Missile interceptor>: Interceptor damage is now constant within the radius v2.4 [Change] <Missile interceptor>: Interceptor radius down to 15m/30m for S/M, from 35/35 v2.4 [Change] <Missile targeting>: Old one treated all visible things as equal if they had 100% detection chance, with angle being the biggest factor to choose one(this meant decoys are exactly the same as any huge thing within 1000m). New one uses signal strength(=detection range for constructs) as a base for everything (IR/radar/sonar). Adjusts signal strength based on distance(50% at 1000m, 33.33% at 2000, ...) Adjusts signal strength based on angle(50% at 15°, 33.33% at 30°, ...) Checks whether or not the the signal strength is below a minimum threshold innate to IR/radar/sonar guidance components. Chooses the best score from the signals above the threshold v2.4 [Change] <Missiles>: Ejection angles can be changed in 1° steps v2.4 [Change] <Missiles>: Harpoon cable strength increased by 50% v2.4 [Change] <Missiles>: Missile magnet force down to 50% v2.4 [Change] <Missiles>: Remote guidance GPP cost changed from 4/4/16 to 2/3/18 v2.4 [Change] <Missiles>: Shortrange/variable thruster start delay can be set in 0.1s steps v2.4 [Change] <Missiles>: Stagger addons go up to 5s, has a slider with 0.025s increments v2.4 [Change] <Missiles>: TPG lookahead is now capped at 5 seconds, down from 10 v2.4 [Change] <Modding>: It is now easy to mod in a new AI behaviour, routine or manoeuvre. v2.4 [Fix] <AI>: [BUGS-647] Only non empty (or growing) resource zones are approached by the resource gathering AI behaviour now v2.4 [Fix] <AI>: [BUGS-648] Added the 'cease movement below' slider back onto the land behaviour AI routine UI v2.4 [Fix] <APS>: [BUGS-649] APS customisation UI tidied up a bit to stop ammo cost going offscreen v2.4 [Fix] <Avatar>: [BUGS-654] bulkheaddoors and hatches now allow the avatar to pass correctly v2.4 [Fix] <block>: The mirroring of Rubber, Stone, and Lead that resulted in metal has been fixed. v2.4 [Fix] <Campaign>: [BUGS-569] dead player forces still see through fog of war- now fixed v2.4 [Fix] <Engines>: [BUGS-595] Some illegal turbo->cyclinder and turbo->exhaust connections were previously accepted, these have been fixed. v2.4 [Fix] <Graphics>: [BUGS-36] working on the fix of 1m sloped faces rendering black on AMD graphics card-hopefully fixed now. v2.4 [Fix] <Graphics>: [BUGS-501] Propellers and jets now scale particle count with the Particle Factor slider in the Performance tab of the options menu. Option added to disable particles from jets and propellers etc on a block by block basis. v2.4 [Fix] <Graphics>: [BUGS-617] Fixed duplicate reflection on the water surface after LOD switch v2.4 [Fix] <Graphics>: [BUGS-630] on Linux some steam engine part meshes did not load due to case sensitivity issues in the filenames v2.4 [Fix] <HUD>: [BUGS-655] Crosshair no longer drawn when HUD disabled (F9) when using wireless camera v2.4 [Fix] <Missiles>: [BUGS-608] Now catching issues trying to load non existant missile parts- defaulting to body sections. v2.4 [Fix] <Missiles>: [BUGS-659] Missile hatches no longer stop failsafed missiles from firing v2.4 [Fix] <Missiles>: Missile don't spawn trails from the launch point when a delayed thruster activates v2.4 [Fix] <Physics>: [BUGS-632] vehicles spawned from blueprint spawner now calculate their drag correctly as they repair themselves v2.4 [Fix] <Regressions>: [BUGS-644] Water start balloon control fixed v2.4 [Fix] <Regressions>: [BUGS-646] PAC charge time reset to 1 second after load- this is now fixed. v2.4 [Fix] <Regressions>: [BUGS-650] Fixed an issue with steam engine propulsion crashing vehicles/warping them into space v2.4 [Fix] <Regressions>: [BUGS-663] Piston now loads in the correct visual position again v2.4 [Fix] <Regressions>: [BUGS-665] PID 'type' value not being synced or saved v2.4 [Fix] <Regressions>: Fixed the migration of roll and roll reverse thrusters from 2.3.1 to 2.4.0 v2.4 [Fix] <Spinners>: In the old version insta spin speeds were incorrectly calculated when power scale was not 1. Spinners configured like this are now faster than they used to be. v2.4 [Fix] <Steam propellers>: Propeller emission displayed when the propeller is stopped v2.4 [Fix] <Steam propellers>: Slowdown when removing the boiler controller in a steam-propeller setup v2.4 [Fix] <Steam propellers>: The propeller rotate when there's no boilers and the command is in reverse v2.4 [Fix] <UI>: [BUGS-645] Console text input bar in AI UI disabled as not used v2.4 [Fix] <Wheels>: The 'Mock Wheel' now does what it was supposed to do v2.4 [Remove] <Wheels>: Due to change in data format wheels will forget their settings - sorry about this. v2.4.1 [Add] <SS Godly>: Mobula Airbourne Cruiser added to fill out SS Godly aircraft arsenal. v2.4.1 [Add] <SS Regular>: Albatross joins the airfleet. v2.4.1 [Change] <SS Planes>: Most SS aircrafts recieved some make over. The new SS fleet is now much sleeker. v2.4.1 [Fix] <Blocks>: Drag for wedge front and back adjusted. v2.4.1 [Fix] <Campaign>: Serveral crafts fixed for the new ai transfer.
More of a hotfix but the issue of MacOS users not able to start the game has been fixed. Update your FTD and it should be solved. Sorry for the inconvience.
v2.3.1 Revision 15 v2.3.1 [Fix] <Festive Event>: Crafts resaved with proper speeds and altitudes. v2.3.1 [Fix] <Festive Event>: Sea Kruzer enters the fray! v2.3.1 [Change] <Files> Renamed Item Duplicate and Modify to ItemDup to reduce path length.
The more technical patchnotes of the stuff added since the Halloween Event. You can also find these in your game in the main menu, you can see for yourself by category and version number. This is more of just a dump for overall viewing.
v2.2.28 [Add] <Missiles>: Added a slider for the one turn to control the flight path v2.2.28 [Fix] <Blocks>: Code for rotating turrets and spin blocks tided up. Slow moving spinners now actually rotate correctly [BUGS-376] v2.2.28 [Fix] <Failsafes>: Failsafes can now optionally check for friendly vehicles v2.2.28 [Fix] <Failsafes>: Failsafes can switch targets when a friendly is in the way instead of holding fire v2.2.28 [Fix] <Failsafes>: Failsafes won't use chached values that are older that 1 second v2.2.28 [Fix] <Failsafes>: Fixed failsafes not working correctly for missiles v2.2.28 [Fix] <Failsafes>: Improved performance of existing failsafe functionality v2.2.28 [Fix] <Failsafes>: Switched to the new UI v2.2.28 [Fix] <Multiplayer>: Mimic is synced over network [FTD-251] v2.2.28 [Fix] <Regressions>: Fix to non PRB rendering of tiled structural components v2.2.28 [Fix] <Regressions>: Fixed an issue with laser designated missiles (not) using other lasers on the vehicle v2.2.28 [Fix] <Regressions>: Fixed various bugs in the new lua functions [BUGS-384] v2.2.28 [Fix] <Regressions>: Missiles resetting to default now fixed v2.2.28 [Fix] <Regressions>: Readded the 'Allow fire when partially charged' button to the railgun UI [BUGS-383] v2.3 [Add] <Steam engine [experimental]>: Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine v2.3 [Add] <Steam engine [experimental]>: Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is v2.3 [Add] <Steam engine [experimental]>: Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through v2.3 [Add] <Steam engine [experimental]>: Shaft bearing block: increase the max safe rotation speed of the assembly v2.3 [Add] <Steam engine [experimental]>: Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft) v2.3 [Add] <Steam engine [experimental]>: Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy v2.3 [Add] <UI>: When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size) v2.3 [Add] <UI>: You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable v2.3 [Change] <Steam engine [experimental]>: Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons) v2.3 [Change] <Steam engine [experimental]>: The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly v2.3 [Fix] <Missiles>: Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection' v2.3 [Fix] <Missiles>: Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles v2.3 [Add] <CRAM>: Added high arc options to CRAM cannons as well v2.3 [Add] <Missile turning thrusters>: 2 parameters: start delay and fuel budget(in % of total fuel on missile) v2.3 [Add] <Missile turning thrusters>: New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel. v2.3 [Add] <Missile turning thrusters>: Only engages when the angle to the target is above 10°, has a 5° inaccuracy v2.3 [Add] <Missile turning thrusters>: Uses up 1 fuel tank in 5 seconds v2.3 [Add] <Steam engine [experimental]>: Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy v2.3 [Change] <LAMS improvement>: New target type options: missile only, cannon shell only or everything v2.3 [Change] <Missile adjustments>: Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later) v2.3 [Change] <Missile adjustments>: M interceptor base damage up from 800 to 1000 v2.3 [Change] <Missile adjustments>: Regulators give 100% of the base lifetime instead of 50% v2.3 [Change] <Missile adjustments>: S missiles take more damage from interceptors(80-100 from a small one) v2.3 [Change] <Missile adjustments>: Turnrate now isn't reduced below 100 m/s v2.3 [Change] <Missile firing modes>: 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo v2.3 [Change] <Missile firing modes>: Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0. v2.3 [Change] <Missile firing modes>: Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded. v2.3 [Change] <Missile firing modes>: Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0. v2.3 [Change] <Steam-propeller>: Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added) v2.3 [Change] <Steam-propeller>: The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point) v2.3 [Change] <Steam-propeller>: The friction coefficient applied to the main assembly is now only based on the number of reduction gears v2.3 [Change] <Steam-propeller>: The medium propeller of the small gearbox has been removed v2.3 [Change] <Steam-propeller>: The propeller shaft blocks are now a lot more durable and should resist against most explosions v2.3 [Change] <Steam-propeller>: The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear v2.3 [Change] <Steam-propeller>: The propeller shaft texutre is now different from the engine shaft texture to help differentiate them v2.3 [Change] <Steam-propeller>: The propellers are less heavy v2.3 [Change] <Steam-propeller>: The propellers now consume some (very few) of the energy generated by the steam engine v2.3 [Change] <Steam-propeller>: The tooltip indicating the state of the steam engine now display more information and is a lot more readable v2.3 [Change] <Steam-propeller>: There is now a mirrored version of the large reduction gear v2.3 [Change] <Steam-propeller>: Transition to the shaft added to the propeller models v2.3 [Change] <Weapons>: All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid v2.3 [Change] <Weapons>: Fragments are now evenly distributed (on average) instead of concentrated at certain directions v2.3 [Fix] <Missiles>: Fixed bug in interceptors that causes it to destroy all enemy missiles v2.3 [Fix] <Missiles>: Fixed turrets with missiles using the wrong information for aiming v2.3 [Fix] <Missiles>: Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming v2.3 [Fix] <Missiles>: Torpedoes no longer consider gravity for aiming v2.3 [Fix] <Missiles>: Torpedoes now use the correct speed when aiming v2.3 [Fix] <Steam-propeller>: The 1m propeller is now working as intended v2.3 [Fix] <Steam-propeller>: The small sealed propeller shaft now works as intended v2.3 [Add] <PID>: Updated the UI to the new format v2.3 [Add] <Rendering>: Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do v2.3 [Fix] <Steam-propeller>: The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere v2.3 [Change] <Weapons>: All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid v2.3 [Change] <DWG Easy>: Casket bolt updated with mimics and updated haproons. v2.3 [Change] <DWG Easy>: Davy Jones Outpost beaming redone. v2.3 [Change] <DWG Easy>: Hoplite given a tuneup. v2.3 [Change] <DWG Easy>: Nessie spotted once again but with some minor changes. v2.3 [Change] <DWG Easy>: Sea Adder now paddle powered. v2.3 [Change] <DWG Expert>: Shrike given more booms. v2.3 [Change] <DWG Regular>: Scuttlegun replaced with fully paddle powered varient. v2.3 [Change] <DWG Regular>: Shuriken given a shiny new gun. v2.3 [Change] <DWG Regular>: Water Buffalo now fully paddle operated. v2.3 [Change] <GT Easy>: Conveictor given some touch up and mimics. v2.3 [Change] <GT Easy>: Dragonfly touched up.(edited) v2.3 [Change] <GT Easy>: Latobius given mimics and tune up. v2.3 [Change] <GT Easy>: Noir had mimic touch up. v2.3 [Change] <GT Easy>: Osprey touched up. v2.3 [Change] <GT Easy>: Songbird touched up. v2.3 [Change] <GT Expert>: Valkyria given functional harpoons again. v2.3 [Change] <GT Godly>: Cerberus had some missile changes. v2.3 [Change] <GT Godly>: Lamprey new railings and has been buffed. v2.3 [Change] <GT Regular>: Hunter given functional harpoons and extra tune up. v2.3 [Change] <LH Regular>: Razormaul touched up the missiles and has been given a shave. v2.3 [Change] <Player>: Cutlass updated to new missiles. v2.3 [Change] <Player>: Gnat updated. v2.3 [Change] <Player>: Raft updated. v2.3 [Change] <Player>: Rapier adjusted missiles. v2.3 [Change] <Player>: Sentinel updated. v2.3 [Change] <Player>: Starting rib changed missile gantries. v2.3 [Change] <Player>: Wanderlusts updated. v2.3 [Change] <SS Easy>: Defiance Updated. v2.3 [Change] <SS Easy>: Iron Maiden replaced with a more up to date look. v2.3 [Change] <SS Expert>: Falcon has been completely overhauled. v2.3 [Change] <SS Expert>: Gannet replaced with a new body. v2.3 [Change] <SS Regular>: Banshee updated. v2.3 [Change] <SS Regular>: Lynx has a new shiny replacement. v2.3 [Change] <SS Regular>: Retribution has been completely overhauled. v2.3 [Change] <WF Expert>: Dragonclaw missiles swapped out.(edited) v2.3.1 [Add] <Attack on Rambot>: The night is dark and full of terrors. Darkness encrouches upon FTD. v2.3.1 [Change] <APS>: Grav. compensators now increase effective time by 100% of base v2.3.1 [Change] <CRAM>: Increased cram projectile lifetime from 20s to 40s v2.3.1 [Change] <DWG Easy>: Airship Gantry Atlas given a tuneup. v2.3.1 [Change] <DWG Easy>: Atlas given a tuneup. v2.3.1 [Change] <DWG Easy>: Costal Defense given a tuneup. v2.3.1 [Change] <DWG Easy>: Monkey Barrel given a cleanup. v2.3.1 [Change] <DWG Easy>: Sea Viper now much more aggressive. v2.3.1 [Change] <DWG Regular>: Atlas retrofit given a tuneup. v2.3.1 [Change] <DWG Regular>: Duster now has a secret weapon. v2.3.1 [Change] <SS Easy>: Iron Maiden drop a new album....I mean new Lore! v2.3.1 [Change] <SS Regular>: Retribution replacement finally overcome its stage fright. v2.3.1 [Change] <UI>: Credits updated v2.3.1 [Fix] <APS>: Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372] v2.3.1 [Fix] <Blocks>: Autocannon now works (after repair) if killed whilst firing [BUGS-392] v2.3.1 [Fix] <Blocks>: Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space v2.3.1 [Fix] <Game>: Mouse 3 and 4 can now be mapped to most things v2.3.1 [Fix] <Missiles>: Missiles no longer explode underneath the target's armour [BUGS-418] v2.3.1 [Fix] <steam engine>: Propellers in reverse now consume power instead of creating some [BUGS-417] v2.3.1 [Add] <Festive Event>: The Forces of Winter in the North begin to show signs of movement! Rambots its time to take up arms and fulfil our Oath and fend off this Invasion! v2.3.1 [Change] <DWG Faction>: DWG missiles updated for the entire faction to new specification for the new missiles. v2.3.1 [Remove] <Halloween>: Attack on Rambot sucessfully defended, the forces of night retreat... for now. v2.3.1 [Add] <Block>: Alloy and Metal armoured hatches added to decoration. Just like the bulkhead doors, they should add style without too much structural sacrifice. v2.3.1 [Add] <Block>: Alloy and Metal bulkhead doors added to decoration. They should add style and not hinder your craft now. v2.3.1 [Add] <Block>: Alloy Wedge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration. v2.3.1 [Add] <Block>: Big and small chains added to decoration. You can now have proper chains for your ship anchors or... other things ( ͡° ͜ʖ ͡°). v2.3.1 [Add] <Block>: Coal has been added to the game in the form of new styled resource containers. 8 cost for Coal Pile, 24 cost for Coal Pile Large. v2.3.1 [Add] <Block>: Metal Wdge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration. v2.3.1 [Add] <Block>: Reinforced Wood added in 1m, 2m, 3m, 4m variants. You can find them in them in the Blocks tab. Have nice reinforced Ship decks now. v2.3.1 [Add] <Block>: Two new stairs for the more basic steel look in Regular and Stacked. v2.3.1 [Change] <Block>: Mimics increased by 0.5 Material Cost. Ask Rhea Tongue v2.3.1 [Change] <Block>: Portholes fixed of purple issue.
Merry Christmas and Happy Holidays everyone. We hope you are having a wonderful time at home with the family or alone, enjoying the Holiday break.
The Festive Event is here! With the help of the community for ideas and all the submissions of holiday themed crafts, we're happy to announce a seasonal campaign to play and enjoy the creations. Please feel free to leave any feedback or suggestions as this campaign will be up for a while for everyone to enjoy.
Just download the update to FTD and it should be on the planet selector up top. With the Festive Event going up, the Halloween Event comes down but we've archieved the files so you can add it to your own game if you wish to continue playing it. The file can currently be found on our official discord pinned to the festive event channel.
Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs. https://discord.gg/pKgnWdf We're looking for your experience through the event! Take some snapshots and share it to everyone and if you think its a great photo, post it to #media_submissions and we'll post it to our media.
Check our forum where more of the technical details go for updates, and in an easier to keep up format if you're not accustomed to Discord. https://forum.fromthedepthsgame.com/
Happy Halloween everyone! I hope everyone is have or had a wonderful time dressing up in costume, giving out candy, or receiving candy! Update v2.3.1 comes with the return of From the Shadow campaign! This time with the special event mission: Attack on Rambot! I hope everyone has fun with this little special mission as it contains all community designs. It is a special Tower Defense mission which hopefully is a different From the Depths experience. Special thanks to everyone that submitted and helped. Craft in image created by zombieeeeeee.
Huge steam parts have been accidently pushed out early, do not worry. They've been fixed up and it should all be corrected in the next quick patch. Will update the technical changes when that is done.
Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs. Share your screenshots and designs with others in the community as well. https://discord.gg/pKgnWdf
Technical change listing: v2.3.1 [Add] <Attack on Rambot>: The night is dark and full of terrors. Darkness encrouches upon FTD. v2.3.1 [Change] <APS>: Grav. compensators now increase effective time by 100% of base v2.3.1 [Change] <CRAM>: Increased cram projectile lifetime from 20s to 40s v2.3.1 [Change] <UI>: Credits updated v2.3.1 [Fix] <APS>: Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372] v2.3.1 [Fix] <Blocks>: Autocannon now works (after repair) if killed whilst firing [BUGS-392] v2.3.1 [Fix] <Blocks>: Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space v2.3.1 [Fix] <Game>: Mouse 3 and 4 can now be mapped to most things v2.3.1 [Fix] <Missiles>: Missiles no longer explode underneath the target's armour [BUGS-418] v2.3.1 [Fix] <steam engine>: Propellers in reverse now consume power instead of creating some [BUGS-417]
Content Changes v2.3.1 [Change] <DWG Easy>: Airship Gantry Atlas given a tuneup. v2.3.1 [Change] <DWG Easy>: Atlas given a tuneup. v2.3.1 [Change] <DWG Easy>: Costal Defense given a tuneup. v2.3.1 [Change] <DWG Easy>: Monkey Barrel given a cleanup. v2.3.1 [Change] <DWG Easy>: Sea Viper now much more aggressive. v2.3.1 [Change] <DWG Regular>: Atlas retrofit given a tuneup. v2.3.1 [Change] <DWG Regular>: Duster now has a secret weapon. v2.3.1 [Change] <SS Easy>: Iron Maiden drop a new album....I mean new Lore! v2.3.1 [Change] <SS Regular>: Retribution replacement finally overcome its stage fright.