Oct 9, 2020
From the Depths - BaconsTV
Hey all :)
Hopefully this BetaTest will be available later today or tomorrow.

Addition
MULTIPLAYER[/h3]
  • For simplicity we have added a blueprint transfer interface to the strategy tab selection of player made designs. So you can transfer and select in the same interface.
Change
STEAMWORKS
  • Upgraded to Steamworks version 1.48 and brought the Steamworks.Net wrapper inside the FTD codebase- will refresh the Steam workshop UIs soon.
UI
  • The debriefing screen (mission won/failed) has been updated
Fixes
AI
  • Target prioritisation now use the real firepower for weapons, it’s not just counting weapons anymore (all weapon types, armor cost percent and nukes -as melee- have been added) [BUGS-2368]
APS
  • Fixed unfused APS shell explosion visuals spawning in the wrong place on a mainconstruct hit
  • Fixed unfused APS shell explosions possibly spawning in the wrong place on a subconstruct hit
BLOCKS
  • The resource gatherer / oil drill now check against wave height not mean sea level
MULTIPLAYER
  • Host’s setting for team selection mode is now saved, and defaults to host->client->auto
  • Loading an adventure mode/campaign save will no longer incorrectly adjust team commodity level
  • Lobby now shows the victory/failure options on the Rules tab as it should.
REGRESSION
  • Fixed the rotation of turrets on clients in multiplayer
  • Music player exception spam hopefully fixed now
  • Player team on Neter Land Designer now has infinite materials again, a bug reset it to 1000 materials
UI
  • Factions ‘not present in instance’ are no longer shown on diplomacy interfaces’
  • The join our discord button now actually does something
  • Weapon sync tab label fields are wider
From the Depths - BaconsTV
What is up awesome Depthians! A new beta test is up on Steam, please remember that beta updates are for testing new features and changes before they hit stable! I will set up a detailed post once this beta test hits stable.

Small note CJE generators will produce force unless all of the thrust is used

v2.8.8 [Add] <Avatar>: The avatar drop pod can now track the target vehicle to help it land on target v2.8.8 [Add] <Campaign>: Quest for Neter campaign now has 4 unique starting positions and background stories, one for each difficulty level. v2.8.8 [Add] <CJE>: Added small intake piping capability to small CJE system. v2.8.8 [Add] <Map editor>: An 'all rambots of X faction are dead' victory condition type has been added v2.8.8 [Add] <Multiplayer>: A 1 vs 1 player vs player map has been added v2.8.8 [Add] <Multiplayer>: Adventure mode can now be played multiplayer v2.8.8 [Add] <UI>: Custom jets, dediblades and all powered propulsion got a PAC-style stats tab v2.8.8 [Add] <UI>: Fuel engine UI replaced, it now matches the style of the particle cannon one v2.8.8 [Add] <UI>: Supply dumps are now rendered in game to show you where they are (previously only visible on fleet control UI or map). Color and size show how much material they contain. v2.8.8 [Add] <UI>: Updated the avatar respawning UI and added a 'spectate' tab to it v2.8.8 [Add] <UI>: Various UI improvements v2.8.8 [Add] <Weapon sync>: All weapons got a new tab on their Q menu: Synchronization v2.8.8 [Add] <Weapon sync>: Each weapon can be assigned a parent on the synchronization tab, and will try to fire at least X seconds, but at most Y seconds after the parent did v2.8.8 [Add] <Weapon sync>: Each weapon can have a maximum waiting time. If only syncing stopped it from shooting for over Z seconds it'll fire a shot without waiting for the parent v2.8.8 [Add] <Weapon sync>: If 2 weapons are synced to each other with a 0 delay they will try to fire with a 1 frame difference between them v2.8.8 [Add] <Weapon sync>: If a weapon is destroyed all other weapons depending on it will fire freely until it's repaired. If the destroyed weapon was synced to something its children will sync to the grandparent v2.8.8 [Add] <Weapon sync>: Missile controllers set to continuous mode, with a stagger between missiles will sync each individual missile v2.8.8 [Add] <Weapon sync>: Weapon firing delay setting removed (it was a trap silently decreasing rate of fire) v2.8.8 [Add] <Weapon sync>: Weapons get an integer ID that's persistent and unique on their craft. It is shown in their tooltip, and syncing can be set up based on that v2.8.8 [Add] <Weapon sync>: Weapons now hold fire for 3 seconds when they are put into play v2.8.8 [Change] <Aimpoint selection>: Added a below water toggle. v2.8.8 [Change] <Aimpoint selection>: Added a block cluster aimpoint type that attempts to avoid selecting isolated blocks (e.g. masts). v2.8.8 [Change] <Aimpoint selection>: Added a hot blocks aimpoint type. v2.8.8 [Change] <AP>: Armor damage reduction is now AP / AC, instead of AP / (2 * AC). AP values halved across the board (the 3 pdr simple cannons got their damage halved instead) v2.8.8 [Change] <AP>: Frag angle damage modifier from (2.5 + ANGLE^0.5) / 16 to (2 + ANGLE^0.5) / 16. Paired with the damage buff this means high angle is slightly better v2.8.8 [Change] <AP>: Frag base damage up by 25% v2.8.8 [Change] <AP>: Projectiles that ricochet only do 75% damage to the block hit (on top of armor and angle reductions) v2.8.8 [Change] <AP>: Projectiles that ricochet still lose damage potential as if they did full damage, and their damage is reduced to 75% after that v2.8.8 [Change] <AP>: Ricochet chance went from COS(ANGLE) ^ (AP / AC) to COS(ANGLE) ^ (4 * (AP / AC) ^ 0.5). Ricochets are less common, and the angle is now more important/AP less important v2.8.8 [Change] <APS>: 130mm casemated simple gun barrel length up from 4.25 to 5m v2.8.8 [Change] <APS>: 150mm casemated simple gun barrel length up from 6.56 to 7m v2.8.8 [Change] <APS>: APS cannons on turrets now start elevating their barrels even when the target is out of their azimuth arc v2.8.8 [Change] <APS>: Barrel length needed for full GP burn is now 2.2 * GP_COUNT * (DIAMETER/100)^0.55, instead of 5 * (GP_LENGTH * DIAMETER/100)^0.75. Medium-high cal and low cal without too much GP generally needs shorter barrels. Low cal with 10+ GP needs noticeably longer barrels v2.8.8 [Change] <APS>: Base kinetic damage up by 5% v2.8.8 [Change] <APS>: Cannons using fire rates below 2400 are using the proper fire rate (fix for that was suspended to sort out some timing issues) v2.8.8 [Change] <APS>: Default special factor setting for HE bodies is now 1, instead of 0.8 v2.8.8 [Change] <APS>: Firing piece builtin recoil absorption capacity up by 25% v2.8.8 [Change] <APS>: Firing piece builtin recoil recovery up to 4/3 the old value v2.8.8 [Change] <APS>: Flak base damage up from 1/3 of HE to 1/2 of HE v2.8.8 [Change] <APS>: Flak base radius down from 3.5x of HE to 3x of HE v2.8.8 [Change] <APS>: For barrel traverse multiple barrels no longer set effective caliber to the diameter of the cylinder around them. Each barrel beyond 1 increases effective caliber by 20% instead v2.8.8 [Change] <APS>: Gunpowder casing kinetic energy and recoil up by 25% v2.8.8 [Change] <APS>: Hollow point head kinetic damage modifier is down from 1.5 to 1.2 v2.8.8 [Change] <APS>: Low caliber kinetic damage boost reduced from (500 / MAX(CALIBER, 125)) ^ 0.25 to (500 / MAX(CALIBER, 125)) ^ 0.125 v2.8.8 [Change] <APS>: Max penetration HEAT damage up from 30% to 40% of a frag warhead with the same 30° angle v2.8.8 [Change] <APS>: Maximum rail charge for any given shell is up by 25% v2.8.8 [Change] <APS>: Shell speed penalty from 2m muzzle break no longer stacks v2.8.8 [Change] <Campaign>: The way NPC structures are placed, repaired,saved and synchronised in multiplayer has been made much more efficient v2.8.8 [Change] <CIWS>: Anti missile cannons aim at the attached mainframe's first possible target when idling v2.8.8 [Change] <CIWS>: Anti missile cannons can now target and damage CRAM shells. Max diameter slider up from 1000 to 2000mm v2.8.8 [Change] <CIWS>: Anti missile cannons got a slider, increases or decreases priority of missiles depending on their diameter v2.8.8 [Change] <CIWS>: Anti missile cannons got a target type selector, missiles + CRAMs/missiles only/CRAMs only v2.8.8 [Change] <CIWS>: CIWS damage multiplier down from 8x to 4x v2.8.8 [Change] <CIWS>: Diameter of missile colliders is 2.5x the diameter of the actual missile against cannon projectiles and frags v2.8.8 [Change] <CRAM>: CRAM cannons on turrets now start elevating their barrels even when the target is out of their azimuth arc v2.8.8 [Change] <CRAM>: Flash suppression barrel reduces detection range to 50%, instead of 20% v2.8.8 [Change] <CRAM>: Fuses reduce health by an additive 10% each, instead of 5% v2.8.8 [Change] <CRAM>: Non-kinetic payload damage up by 20% v2.8.8 [Change] <Detection>: Detection components now test line-of-sight against all subobjects. v2.8.8 [Change] <Detection>: Further tweaks to visual, IR, radar, sonar, and passive sonar signatures. v2.8.8 [Change] <Detection>: Most detection components' AC increased to 30; costs standardized. v2.8.8 [Change] <Grenade launcher>: Personal grenade launcher base damage up from 200 to 1500. Radius uses standard scaling now, from 3m to ~8.97m v2.8.8 [Change] <Interceptor>: ACB got a new condition: enemy CRAM shells within X-Y range band v2.8.8 [Change] <Interceptor>: Interceptor CRAM damage multiplier goes from 0.4x against 1000mm to 0.8x against 2000mm (damage multiplier against S/M missiles is 0.5x/1.0x) v2.8.8 [Change] <Interceptor>: Interceptors can now target and damage CRAMs v2.8.8 [Change] <Interceptor>: Interceptors can target missiles and CRAMs, only missiles or only CRAMs v2.8.8 [Change] <Interceptor>: Interceptors do not target CRAM shells more than 5m underwater v2.8.8 [Change] <LAMS>: LAMS node targeting improved v2.8.8 [Change] <LAMS>: LAMS nodes got a slider, increases or decreases priority of missiles and shells depending on their diameter v2.8.8 [Change] <LAMS>: LAMS nodes start checking for targets again when the distance to their locked one starts to increase v2.8.8 [Change] <Missile>: Added minor visual explosion effect to all missiles (missiles with no HE or frag payload simply disappeared when shot down) v2.8.8 [Change] <Missile>: Missile base health down to 5/6 the previous value v2.8.8 [Change] <Missile>: Missile damage up by 25% v2.8.8 [Change] <Missile>: Missile interceptor damage down to 3/4 the previous value v2.8.8 [Change] <Missile Guidance>: Lua missiles now require GPP. v2.8.8 [Change] <Missile Guidance>: Remote guidance missiles are immune to ECM as long as they have an intact cable connection, like sensor buoys. v2.8.8 [Change] <Multiplayer>: Assault on Eyrie co-op multiplayer map has been re-balanced and tweaked and is now Assault on Conger v2.8.8 [Change] <Multiplayer>: Co-op campaigns can now be customised before you launch them in multiplayer v2.8.8 [Change] <Multiplayer>: The multiplayer lobby UI has been designed v2.8.8 [Change] <Multiplayer>: The tower defence map has been fixed and adjusted v2.8.8 [Change] <Multiplayer>: There is a 5 second count down before a match is started in multiplayer during which changes to the configuration are locked v2.8.8 [Change] <Multiplayer>: Tournament of Kings multiplayer map now includes the Rambot avatar v2.8.8 [Change] <Neter>: The Neter map has been redrawn and Quest For Neter faction areas have been moved around v2.8.8 [Change] <Nuke>: Tactical nuke base damage up from 80 000 to 500 000. Radius uses standard scaling now, up from 50m to 51.2m v2.8.8 [Change] <Nuke>: Tactical nuke cost up from 100 to 2500 materials, weight from 40 to 400 v2.8.8 [Change] <PAC>: Particle cannon damage down to ~73.33% v2.8.8 [Change] <Physics>: Custom control surfaces now move a lot faster v2.8.8 [Change] <Projectiles>: All fragment trails are shorter and width scales with damage. HEAT particles are closer to yellow, HESH particles are red now v2.8.8 [Change] <Projectiles>: Shell trails are now shorter and color for APS/CRAM is fixed orange-ish (tracers work the same as before). Length scales with shell speed less, CRAM trails are thicker and still scale with payload v2.8.8 [Change] <Projectiles>: Size-based detection range for projectiles reduced to 72% of the original value (CRAM shells have 396-792m base detection range) v2.8.8 [Change] <Projectiles>: Visible tracer trail is twice as long as the trail of a standard shell. Tracer width is a multiplier now, default is 2 (value range is still 0.5-10) v2.8.8 [Change] <Shields>: Shield projectors now spawn fully charged to their target strength v2.8.8 [Change] <UI>: CRAM barrel tooltip now also shows shell health v2.8.8 [Change] <UI>: Laser colorer function is now built into the standard laser combiner. If the combiner has a colorer the colorer's settings will be used v2.8.8 [Change] <UI>: Q menu for turrets now doesn't have the mostly empty stats tab v2.8.8 [Change] <UI>: Various tooltip improvements v2.8.8 [Change] <Warp>: Detection uses a different velocity compensation method for targets that have warped within the previous second in order to limit the usefulness of rapid, short warps in fooling detection. v2.8.8 [Change] <Weapon durability>: APS 1x1x1 mantlet healths up from 600 to 1000 v2.8.8 [Change] <Weapon durability>: APS barrel armor up from 25 to 35, health up from 700 to 800/m v2.8.8 [Change] <Weapon durability>: APS bore evacuator and muzzle brake armor up from 30 to 40. 2m muzzle break now has 1600 health, instead of 800 v2.8.8 [Change] <Weapon durability>: APS firing piece armor up from 20 to 30, health up from 350 to 500 v2.8.8 [Change] <Weapon durability>: APS heavy barrel armor up from 40 to 50, health from 900 to 1000/m. APS heavy barrel cost down from 70 to 60 material/m v2.8.8 [Change] <Weapon durability>: APS laser targeter armor up from 25 to 50 v2.8.8 [Change] <Weapon durability>: APS non-1x1x1m mantlet healths up from 1000 to 1500/block v2.8.8 [Change] <Weapon durability>: APS rail magnet and attaching fixture armor up from 30 to 50, health down from 600 to 500 v2.8.8 [Change] <Weapon durability>: APS recoil absorber armor up from 10 to 20, health from 125 to 150/m v2.8.8 [Change] <Weapon durability>: CRAM barrel armor up from 30 to 50, health from 900 to 1000 v2.8.8 [Change] <Weapon durability>: CRAM firing piece armor up from 25 to 30, health up from 500 to 800 v2.8.8 [Change] <Weapon durability>: CRAM gauge increase armor up from 30 to 40, health from 400 to 500 v2.8.8 [Change] <Weapon durability>: CRAM heavy barrel armor up from 40 to 60 v2.8.8 [Change] <Weapon durability>: CRAM laser targeter armor up from 25 to 50 v2.8.8 [Change] <Weapon durability>: LAMS node armor up from 10 to 25 v2.8.8 [Change] <Weapon durability>: Laser armored optics armor up from 20 to 60, health stays 600 v2.8.8 [Change] <Weapon durability>: Laser combiner armor up from 4 to 30, health from 100 to 400 v2.8.8 [Change] <Weapon durability>: Laser optics armor up from 10 to 40, health stays 250 v2.8.8 [Change] <Weapon durability>: Missile connector armor up from 3 to 30 (health is still 100) v2.8.8 [Change] <Weapon durability>: Missile controller armor up from 12 to 30. It is now susceptible to EMP, takes 10% damage from it v2.8.8 [Change] <Weapon durability>: Missile ejector addon armor up from 3 to 30 (health is still 100) v2.8.8 [Change] <Weapon durability>: Missile hatch armor up from 40 to 50 v2.8.8 [Change] <Weapon durability>: Missile rail launcher and gantry armor up from 20 to 40 v2.8.8 [Change] <Weapon durability>: Missile standard launcher and gantry armor up from 20 to 30 v2.8.8 [Change] <Weapon durability>: Missile winch armor up from 3 to 40, health up from 100 to 200 v2.8.8 [Change] <Weapon durability>: Short range laser combiner armor up from 15 to 50, health from 600 to 1500 v2.8.8 [Fix] <CJE>: Custom jet exhaust particles exit the right way on jets using 90° connectors v2.8.8 [Fix] <Collisions>: Fix to collision damage that makes damage spread more evenly in all directions v2.8.8 [Fix] <Copy/Paste>: When copy/pasting a block, any empty string in it wasn't pasted to the destination, now it is [BUGS-2543] v2.8.8 [Fix] <CRAM>: Fixed CRAM cannons counting EMP payload twice in shell power and firepower calculations v2.8.8 [Fix] <Explosions>: Explosions not doing any damage after a while [BUGS-2238] v2.8.8 [Fix] <Fuel engines>: Ducts (in the air tab) will not block fuel engine exhausts anymore [BUGS-2534] v2.8.8 [Fix] <Hit detection>: Blocks and shell racks exploding on the main construct can no longer jump through blocks at high speeds v2.8.8 [Fix] <Hit detection>: Explosions are less likely to jump through blocks on subconstructs moving towards them v2.8.8 [Fix] <Hit detection>: Fixed a problem causing armed missiles to bounce off constructs v2.8.8 [Fix] <Hit detection>: Fixed a problem causing explosions triggered from certain directions to sometimes spawn inside(and teleport through) blocks in certain positions/orientations v2.8.8 [Fix] <Hit detection>: Fixed a problem causing fragments from ricocheting projectiles to be spawned facing the wrong way v2.8.8 [Fix] <Hit detection>: Fixed a problem causing shells to sometimes explode inside targets moving towards them v2.8.8 [Fix] <Hit detection>: Fixed explosion damage teleporting through intact non-cuboid structural blocks v2.8.8 [Fix] <Hit detection>: Fragments are less likely to jump through blocks on constructs/subconstructs moving towards them v2.8.8 [Fix] <Hit detection>: Frags spawn at the speed the projectile moved at right before impact (so frags from fast shells hitting the back of fast vehicles will still usually connect) v2.8.8 [Fix] <Hit detection>: Missile hit detection improved v2.8.8 [Fix] <Jets>: The 'Spread to' feature will now spread either to the small or huge jets, not both [BUGS-2544] v2.8.8 [Fix] <Laser>: 4Q lasers can now fire a single shot (1 fire command always triggered at least 2 pulses before) v2.8.8 [Fix] <Laser>: Fixed pulsed laser fire rates being lower than intended. 4Q fired ~6.67 shots/s, 3Q ~3.63, 2Q ~1.9, 1Q ~0.975 v2.8.8 [Fix] <Lasers>: Laser transceivers now re-connect correctly when on an elevation-only turret with an angle of more than 60 degrees [BUGS-2335] v2.8.8 [Fix] <Lasers>: Laser transceivers visible laser is now correctly displayed even when the elevation of a 2-axis or elevation-only turret is modified v2.8.8 [Fix] <Missile>: Fixed missile firepower readout showing old values that counted S warheads/second (only visual, firepower displayed was ~75% of the real one) v2.8.8 [Fix] <Missiles>: The turning thrusters trail will now be removed properly when destroying the vehicles [BUGS-2077] v2.8.8 [Fix] <Modding>: The simple weapons variables 'ExplosiveDamage' and 'ExplosiveRadius' are automatically modified to automatically balance the weapons, you can now use 'OverloadedExplosiveDamage' and 'OverloadedExplosiveRadius' to override these modifications [BUGS-2459] v2.8.8 [Fix] <Multiplayer>: Clients can see the laser beams and other effects from firing simple lasers and LaserCombiners v2.8.8 [Fix] <Multiplayer>: Clients now see turrets facing the way they are facing on the server v2.8.8 [Fix] <Multiplayer>: Faction vehicles spawned in the multiplayer designer now spawn full of material v2.8.8 [Fix] <Multiplayer>: Nukes can now be detonated by the client by pressing Q on them v2.8.8 [Fix] <PAC>: Fixed manually fired particle cannons sometimes shooting in the wrong direction v2.8.8 [Fix] <Prefabs>: The volume of the sound when deleting a lot of blocks at once isn't too loud anymore (the fix will work for all other cases, such as placing a prefab, undo/redo, etc.) [BUGS-2517] v2.8.8 [Fix] <Settings>: The toolbar with shortcuts to blocks is now saved properly, and all settings are now saved even if using Alt+F4 [BUGS-2406] v2.8.8 [Fix] <Simple weapons>: The 'DamageMultiplier' coefficient should now work as intended for kinetic damage [BUGS-2446] v2.8.8 [Remove] <Avatar>: Avatar levels, experience and stat points have been removed as we don't feel they sit well with the engineering focus of FTD.
From the Depths - BaconsTV
Hey Depthians
A nice little update to our beta test branch I think the most eye-catching one is the new camo skins for our constructs, which you can access via "V" on your construct.


v2.8.7 [Add] <Camo>: Added a camouflage texture skin system for adding skins to alloy, metal and heavy armour blocks on the vehicle. Press V to engage with it. v2.8.7 [Add] <UI>: The number of board sections you need to capture in order to enable your next RZ deactivation is now listed v2.8.7 [Change] <Loot>: If you kill your own vehicles and have no storage capacity for the self-looted materials they'll go into / create local material dumps for you to pick up later v2.8.7 [Change] <Loot>: Killing things with avatar weapons e.g minigun adds to the commodity store (it has always added to the centralised team store in previous versions) v2.8.7 [Change] <Loot>: Scrapped enemy vehicle resource dumps now contain the material that was in them when they were scrapped v2.8.7 [Change] <Loot>: You now get material for destroying enemy material storage in combat v2.8.7 [Change] <Refinery>: Avatar gifting of commodities from the global commodity store is now turned off by default. Press F5 to turn it on/off. v2.8.7 [Change] <Refinery>: Buttons added to fleet control options to gift 1k, 10k and 100k commodities to your forces in your territory (or neighboring). Cannot be performed in campaign battles. v2.8.7 [Change] <Refinery>: Fuel refineries now convert raw materials to commodities that are globally gift-able to your forces in your territory (or neighboring territory) (not available during campaign battles). They can only operate when sitting on a 1 million material stockpile or greater v2.8.7 [Change] <Refinery>: Pressing 'Q' on a material storage container will gift global commodities into it as materials. Cannot be performed in campaign battles. v2.8.7 [Change] <Refinery>: The 2.8.5 mechanic that refinery-forces acted as a large world-wide supply group has been de-activated now that they have this new function v2.8.7 [Change] <Refinery>: UI updated to display 'nearby' materials as well as 'commodities'
From the Depths - BaconsTV
Hey Depthians!

Another long list of new additions and some very big changes to the game such as the removal of fuel as a resource and ammo. I would advise you to read <this> thread by Nick, which explains the changes in full detail, any comments/suggestions/ideas/concerns should be posted in that thread, just so we have everything all nicely gathered in one place.

v2.8.5 [Add] <Localised resource>: A new material/energy sharing system has been added where forces can be separated into different types (Creator / Cargo / User) and their material/energy sharing is automated depending on their type. v2.8.5 [Change] <Resources>: Ammo barrels hold materials now, and increase the availability of materials for reloading guns (materials per minute) v2.8.5 [Change] <Resources>: Ammunition and fuel have been removed as resources- guns and engines use materials directly now v2.8.5 [Change] <Resources>: Existing ammo processors will be automatically replaced with a 2m long material storage locker in this version of the game. The block is now decorative only v2.8.5 [Change] <Resources>: Existing oil processors will be automatically replaced with a 2m tall material storage tank in this version of the game. The block is now decorative only. v2.8.5 [Change] <Resources>: Fuel refineries don't create fuel from materials anymore. Instead they form a world wide material sharing network where all 'on' refineries can slowly share materials with each other (however the refineries also burn materials so a lot of material is wasted in this process) v2.8.5 [Change] <Resources>: Fuel tanks hold materials now, and increase the availability of materials for powering engines (materials per minute) v2.8.5 [Change] <Resources>: Resource harvesting, when out of play, runs at 5% even if there is no power source. This is to avoid outposts getting stuck at zero materials and being unable to get any. v2.8.5 [Change] <Smoke dispenser>: The smoke dispenser now burns materials instead of fuel v2.8.5 [Change] <Tutorials>: Tutorials updated to reflect new resources (material and energy) and new resource transfer system. v2.8.5 [Fix] <Steam engine>: Pressure no longer drops or increases when boiler or pipe is shrank v2.8.5 [Fix] <Story missions>: In story missions your vehicle will no longer get free resources and free reloads after spawning- you shall only get the materials you pay for in the mission launcher v2.8.5 [Remove] <Localised resource>: The supply group and transit fleet systems have been removed. They've been replaced with something simpler.
From the Depths - BaconsTV
Another long list of fixes and changes in beta 2.8.1 :D we will have a proper write up once this hits stable.

v2.8.1 [Add] <APS>: Added 4way APS gauge cooler v2.8.1 [Add] <APS>: Added 5way APS gauge cooler v2.8.1 [Add] <APS>: Added L shape APS gauge cooler. v2.8.1 [Change] <AI>: Removed Thruster Balancing from additional AI routines. v2.8.1 [Change] <APS>: APS autoloaders with intake counts that do not match the amount needed for sustained fire get a warning and an orange outline in build mode v2.8.1 [Change] <APS>: Made T splitter APS gauge cooler v2.8.1 [Change] <Blocks>: Removed component count limit v2.8.1 [Change] <Campaign>: Durability estimate is also used for the difficulty assignment of faction designs. The difficulty of many designs will change and these might be tweaked a bit later v2.8.1 [Change] <Campaign>: NPC factions are more aggressive towards the player at higher difficulties v2.8.1 [Change] <Campaign>: NPC factions should no longer completely wipe each other out v2.8.1 [Change] <Campaign>: Reworked how the strategic AI decides which territories to capture to make it more intelligent v2.8.1 [Change] <Campaign>: Rough estimates of the durability of designs is now used by the strategic AI for combat related assessments v2.8.1 [Change] <Custom jet>: Added warning that shows output reduction when the engine is partially/fully submerged v2.8.1 [Change] <Custom jet generator>: Generator power/thrust up from 0.05 to 0.052 v2.8.1 [Change] <Damage>: HEAT base damage up, from 20% of a frag warhead's damage for 1 max special HE body to 30% v2.8.1 [Change] <Laser>: Short range laser combiner max distance up from 300m to 500m. Damage multiplier at max distance down from 2x to 1.5x. Inaccuracy at max range is the same (so at 300m changed from 1° to 1.5°) v2.8.1 [Change] <Propulsion>: Powered jets, propellers and ions now gradually spool down when they get a request for 0 output (change was gradual in all other cases before) v2.8.1 [Change] <Propulsion>: Powered propellers do not instantly stop when getting above water. They gradually slow down until they stop v2.8.1 [Change] <Shields>: Reflect and laser scatter modes on shield projectors merged v2.8.1 [Change] <Shields>: Reflect mode base ricochet chance up from 20 to 25% at minimum angle, from 40 to 45% at maximum angle v2.8.1 [Change] <Shields>: Ring shield armor bonus increased by 50% v2.8.1 [Change] <Shields>: Shield projector UI updated v2.8.1 [Change] <Steam engine>: [FTD-466] Cost of steam pistons, turbines, gearboxes and generators multiplied by 60 v2.8.1 [Change] <Steam engine>: [FTD-466] Heat dissipation rate of boiler decreased from 0.5 kW/(m2*K) to 0.05 kW/(m2*K) v2.8.1 [Change] <Steam engine>: [FTD-466] Heat of material decreased from 3000 kJ to 1500 kJ v2.8.1 [Change] <Steam engine>: [FTD-466] Max power of small gearboxes increased from 3000 to 6000 v2.8.1 [Change] <Steam engine>: [FTD-466] Piston base efficiency decreased from 0.9 to 0.75 v2.8.1 [Change] <Steam engine>: [FTD-466] Piston cylinder length is now 1.1 for small, 2.5 for medium, and 3.5 for large v2.8.1 [Change] <Steam engine>: [FTD-466] Piston efficiency changed from (0.8)^(0.5*input/output-1) to (input/output-1)^(-1/5), which means better throughput (ppv) and efficiency (ppm) for naive steam engine designs v2.8.1 [Change] <Steam engine>: [FTD-466] Reduced the intensity of steam crankshaft noise v2.8.1 [Change] <Steam engine>: [FTD-466] Reduced turbine flow virtual volume to 2m * end area of turbine v2.8.1 [Change] <Steam engine>: [FTD-466] Side shell thickness of turbine, piston and boiler increased from 5mm to 1cm v2.8.1 [Change] <Steam engine>: [FTD-466] Steam components are now updated in a fixed order, to avoid inconsistencies caused by the order of placement. The order is now {Boiler, Piston, Turbine, Valve, Jet, Pipe, Propeller, Crankshaft, Gearbox, Transmission, Generator} v2.8.1 [Change] <Steam engine>: [FTD-466] Steam jet max speed changed from 200m/s to 150m/s v2.8.1 [Change] <Steam engine>: [FTD-466] Steam jet power limited to 10000 and thrust limited to 50000 v2.8.1 [Change] <Steam engine>: [FTD-466] Steam jet thrust per power changed to 3.5 (it is 15 for ion, 25 for jet, 40 for propeller) v2.8.1 [Change] <Steam engine>: [FTD-466] Steam pipe tanks can now restore their pressure v2.8.1 [Change] <Steam engine>: [FTD-466] Turbines flow half life reverted from 0.4s to 0.1s v2.8.1 [Fix] <Alloy>: The height map for alloy has been fixed to stop one face from looking like it is moving. v2.8.1 [Fix] <APS>: Railgun chargers can no longer connect to barrel magnets. v2.8.1 [Fix] <Blocks>: Added code to locate the cause of a block disconnection bug v2.8.1 [Fix] <Blocks>: Fixed duplicating text in text block v2.8.1 [Fix] <Custom jet>: Custom jet generators are now also disabled under water v2.8.1 [Fix] <Custom jet>: Custom jet generators now use the correct amount of fuel when supply is low v2.8.1 [Fix] <Custom jet>: Custom jet parts are no longer automatically rotated to match the controller's orientation v2.8.1 [Fix] <Custom jet>: Fixed custom jet generator mode switch possibly not registering on being put into play v2.8.1 [Fix] <Custom jet>: Jet controller tooltip now shows the correct thrust/fuel value even when some output is reserved by a generator v2.8.1 [Fix] <Propulsion>: Fixed powered propellers providing forward thrust on a backwards request v2.8.1 [Fix] <Propulsion>: Powered jets, propellers, ions and wheels now use the correctly scaled amount of power when running below their maximum allowed output v2.8.1 [Fix] <Serialization>: Fixed ability to set clamped value beyond the bounds v2.8.1 [Fix] <Steam engine>: [FTD-466] Fixed a bug that increased some pressures by 101 kPa v2.8.1 [Fix] <Steam engine>: [FTD-466] Fixed crankshaft fluctuation v2.8.1 [Fix] <Steam engine>: [FTD-466] Steam components can no longer consume more energy/steam than available in shaft/pipe v2.8.1 [Fix] <Steam engine>: [FTD-466] Steam jet now correctly respect the maximum thrust and power consumption
From the Depths - BaconsTV
Hey Depthians!


We are back with some more news for August’s sprint.
Currently, I have my hands on the coming changes to steam’s tweaks and new additions. However, while I cannot get into specifics on numbers and exact components etc.. I thought I would give you all a steamy little tease with this.



That, as well as other additions and some multiplayer fixes, will soon be in the next Betatest for you all to brake for us xD We will also be putting more focus on MP issues in the coming months and hopefully resolve all issues.

I think this sprint is quite self-explanatory, but if you do have questions as always feel free to ask.

For those on the current Beta 2.8.0 give me feedback on wheels please mainly issues/things you are not happy with like spring force, turning and so on. Except for glitching through terrain and tracks bugging out, we know about that.

If you are interested in what is happening with the current 2.8.0 beta then check this thread out which I shall keep up to date with any changes.

Thanks for your support as always!

Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.

https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/







From the Depths - BaconsTV
Hey Depthians!

2.8.0 has hit our BetaTest branch. If you are interested in the changelog please check that out here (Trying to get everyone's feedback in one location)
Jul 7, 2020
From the Depths - BaconsTV
What is up Depthians!

We are back with another update which is hopefully going to be wheely good. I was thinking of a number of puns to use in this update post but I’m already tyred and feeling deflated.

Yes! You guessed right, Wheels are here! We have our usual 1m, the new 3m, and also 5m wheels! Isn’t that wheely amazing?







Both the 3m and 5m can be used with tank tracks, and you can use a mix of sizes with your tank tracks too :) We can also hide the wooden attachment point of the wheels by bringing up the wheel UI, “wheel configuration” tab, and drag the slider “show suspension” to 0.


Of course, we have fixed a number of issues such as the idle twitching and constructs that were jumping around.


Propulsion has had a number of tweaks, such as particle effects, turning props off if they are above the waterline or jets off if under the waterline. In terms of thrust, we have added a power scale, which you can see in the pic below. “Output * X , Power use = *Y”, which affects the thrust of powered jets, ions, propellers and wheels, within the UI of the component. This acts similar to our dediblades when we increase the “motor drive”, which gives us more push yet uses more power, which we are calling “power factor”.


When placing a propulsion block, it should be at x4 by default, and anything above power scale 1, the power use/thrust increases up to 50% more power at 4x. So a propeller at scale 4 provides 4x as much thrust and uses 6x as much power as at scale 1.

All propulsion methods have been tweaked up, be it health / ac, pushing force and costs can be found in the changelog below.

Join the rest of the community, who are always willing to help and have a chat.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

v2.7.4 [Add] <ACB>: It is now possible to change the PowerScale of the control surfaces (hydroifoils, rudders, ailerons, etc.) using an ACB [BUGS-1607] v2.7.4 [Add] <Blocks>: Custom control surface multi-blocks system ('air' tab) v2.7.4 [Add] <Dediblades>: Maximum thrust and power use tooltips added for dedicated heliblade parts v2.7.4 [Add] <Propulsion>: Current thrust and fuel use bars added to custom jet tooltips v2.7.4 [Add] <Propulsion>: Detailed tooltips added for powered jets, ions, propellers and wheels v2.7.4 [Add] <Propulsion>: More propulsion system now have the 'yaw/pitch' adjustment (dediblade and steam jets) v2.7.4 [Add] <Steam engines>: Power used is now displayed in the gearbox's tooltip v2.7.4 [Add] <Steam engines>: The 'V' power menu now indicates a rough estimate of the material consumption of the gearboxes v2.7.4 [Add] <Visual>: The CJE's last blocks, Jets and Ion thrusters now have their pitch and yaw angle reflected visually v2.7.4 [Add] <Wheels>: 3 and 5m drive and turning wheels added v2.7.4 [Add] <Wheels>: Option to hide the wooden attachment point of wheels added v2.7.4 [Add] <Wheels>: Spring force explanation added to wheel UI v2.7.4 [Add] <Wheels>: Turning wheels now have a max steering speed: 120°/s for small, 90°/s for 3m, 60°/s for 5m v2.7.4 [Change] <Ammo processor>: Ammo processor cycle time doubled v2.7.4 [Change] <Ammo processor>: Ammo processor power use up from 20 to 50 v2.7.4 [Change] <APS>: Ammo customizer text changed to clarify number is the damage for every single fragment, not the sum v2.7.4 [Change] <APS>: Inaccuracy from unmitigated recoil down to 60% the previous value v2.7.4 [Change] <Benchmark>: The F4 performance benchmark now doesn't fade the screen and pop a summary up when stopped v2.7.4 [Change] <Camera>: The free roaming camera now cannot go below the ground surface v2.7.4 [Change] <Dediblade>: Dediblade upwards force fraction now from [-1 ; +1] instead of [0 ; +1] [BUGS-2304] v2.7.4 [Change] <Multiplayer>: The number of chat entries is now limited to 250 for performance reasons (the previous ones are removed) [BUGS-1562] v2.7.4 [Change] <Propulsion>: Custom jet particles scale with current output fraction v2.7.4 [Change] <Propulsion>: Ion thruster effects rescaled, trail varies with size and is wider/shorter v2.7.4 [Change] <Propulsion>: Mock wheels are no longer placeable v2.7.4 [Change] <Propulsion>: Power scale UI slider now also shows power use increase v2.7.4 [Change] <Propulsion>: Powered jet temperature uses the same thrust-based scaling as custom jets v2.7.4 [Change] <Propulsion>: Powered jets now do not use power or show particles under water. Powered propellers now do not use power or spin above water v2.7.4 [Change] <Propulsion>: Wheel UI tab names cleaned up v2.7.4 [Change] <Propulsion>: Wheels now have 50% forward/backwards drag v2.7.4 [Change] <Propulsion cost>: Ion thruster cost up from 100/900 to 150/1350 v2.7.4 [Change] <Propulsion cost>: Jet cost up from 50/450 to 100/900 v2.7.4 [Change] <Propulsion cost>: Propeller cost up from 30/270 to 60/540 v2.7.4 [Change] <Propulsion cost>: Small wheel cost up from 5 to 20, 3m wheel costs 180 materials, 5m wheel 500 v2.7.4 [Change] <Propulsion durability>: 3m wheels have 5400 health and 30 armor v2.7.4 [Change] <Propulsion durability>: 5m wheels have 15000 health and 30 armor v2.7.4 [Change] <Propulsion durability>: Powered jet and ion thruster health up by 50% v2.7.4 [Change] <Propulsion durability>: Powered propeller health up by 25%, armor up from 15 to 30 v2.7.4 [Change] <Propulsion durability>: Small wheel health down from 900 to 800, armor from 40 to 30 v2.7.4 [Change] <Propulsion durability>: Steam propeller and steam propeller shaft armor values up from 20 to 30 v2.7.4 [Change] <Propulsion power>: 3m wheel maximum force is 3600, power use 90 v2.7.4 [Change] <Propulsion power>: 5m wheel maximum force is 10000, power use 250 v2.7.4 [Change] <Propulsion power>: Above power scale 1 power use/thrust increases, up to 50% more power at 4x. So a propeller at scale 4 provides 4x as much thrust and uses 6x as much power as at scale 1 v2.7.4 [Change] <Propulsion power>: Ion thruster power is now reduced above 150 m/s v2.7.4 [Change] <Propulsion power>: Maximum power scale (so thrust) of powered jets, ions, propellers and wheels up from 1 to 4. The default for newly placed blocks is also 4 v2.7.4 [Change] <Propulsion power>: Small wheel maximum force is 400, power use 10 v2.7.4 [Change] <Propulsion power>: Soft cap for wheel speed is 60 m/s. Wheels use their full force for braking v2.7.4 [Change] <Propulsion weight>: 3m wheel weight is 900 v2.7.4 [Change] <Propulsion weight>: 5m wheel weight is 2500 v2.7.4 [Change] <Propulsion weight>: Small wheel weight up from 20 to 100 (half of heavy armor) v2.7.4 [Change] <Steam>: Parts now use a small, medium and large naming scheme. So 3m 5m propeller will now be Medium 5m propeller. v2.7.4 [Change] <UI>: It is now possible to use the 'mouse-wheel' equivalent keys to zomm in/out when using the control terminal v2.7.4 [Change] <UI>: The inputs in the key-mapping UI are now into categories so that it's easier to find them, and the names of the inputs are now localizable v2.7.4 [Change] <Wheel performance>: Profiler entries added for various wheel and track calculations v2.7.4 [Change] <Wheel performance>: Track performance hit decreased (~half the previous value, much better at low level of detail distance) v2.7.4 [Change] <Wheel performance>: Wheel performance hit decreased (~1 order of magnitude better) v2.7.4 [Change] <Wheels>: Damper max bump force down from 20 to 6 v2.7.4 [Change] <Wheels>: Damper max rebound force down from 10 to 6 v2.7.4 [Change] <Wheels>: Max forward friction up from 1 to 2 v2.7.4 [Change] <Wheels>: Max forward friction up from 1 to 2 v2.7.4 [Change] <Wheels>: Max side friction up from 1 to 2 v2.7.4 [Change] <Wheels>: Spring max force up from 30 to 50 v2.7.4 [Change] <Wheels>: Turning wheels now can't be part of tracks v2.7.4 [Change] <Wings>: [FTD-417] Wings can now create lift in it's upwards direction. It used to be restricted to the constructable upwards direction. v2.7.4 [Fix] <ACB>: Lasers and PACS can now be fired using an ACB, whatever direction the camera is looking toward to [BUGS-2259] v2.7.4 [Fix] <ACB>: The ACB will now correctly display the infinity boundaries, even when pasting or loading the vehicle [BUGS-1839] v2.7.4 [Fix] <ACB>: The altitude control actions in the ACB now match the new AI (min alt over land, min lat over water, max alt, and combat/hover alt for aerial AIs) [BUGS-2264] v2.7.4 [Fix] <Block>: Control surfaces now provide their force in the correct way whatever their orientation (they work like the hydrofoils now) [BUGS-2380] v2.7.4 [Fix] <Blocks>: [FTD-467] Fixed bug that broke prefab AI cards v2.7.4 [Fix] <Fuel engines>: [BUGS-2355] Fixed low priority fuel engines at 0 output still using fuel in some setups v2.7.4 [Fix] <Fuel engines>: [BUGS-2382] Fuel engines work properly after the main block is repaired v2.7.4 [Fix] <Multiplayer>: Fixed bug that prevents placing subobjects on another subobject in multiplayer v2.7.4 [Fix] <UI>: Better explanation of the URL for the video and sound blocks in the tooltips and texts [REQ-774] v2.7.4 [Fix] <UI>: One more digit displayed (when necessary) for the total length of a shell in the 'Shell editor' [BUGS-2284] v2.7.4 [Fix] <Weapons>: The simple weapons with simple shells will now forget the fuse time after 2s if nothing is targeted (before, they remembered the fuse time indefinitely) [BUGS-2331] v2.7.4 [Fix] <Wheels>: Fixed jumping vehicles v2.7.4 [Fix] <Wheels>: Idle twitching removed from small wheeled vehicles v2.7.4 [Fix] <Wings>: [FTD-417] Added more details in wing tooltip v2.7.4 [Fix] <Wings>: [FTD-417] Fixed rotation of wing mesh when the wing block is not facing upwards. v2.7.4 [Fix] <Wings>: [FTD-417] It is now possible to change the lift factor of wings from -1 to 1. v2.7.4 [Fix] <Wings>: Old wings placed upside down now have default lift factor of 1
From the Depths - BaconsTV
What is up Depthians!

It’s probably about time I did another “what’s happening at Brilliant Skies” posts. As you know we released the Strategic AI this month, and we continued ironing out some features and killing off some bugs.

Abyay has been working hard on revamping the story missions making them more fun, and I think they accompany the tutorials nicely, as the DWG missions are like partial tutorials. Currently, the SS missions are complete and Abyay plans to add a few more DWG missions into the mix.

He has also reworked that sodding pensive pigeon, to something more fun to use in terms of player-controlled which is the aim of these missions, and that will motivate players to add to it as the aim is to complete these missions preferably player-controlled rather than AI cards.



Draba has been working a lot on the backend code for our fuel engines, ironing out some kinks with engine prioritisation, and to be less stressful on some systems. He has also been working on improving the performance of wheels, suspension, and also the backend stuff for the larger wheels.

He has also added a x4 Power scale to our wheels, propellers, and thrusters which you can find by hitting Q on the wheel / prop / thruster.
Increasing the power scale is similar to the motor drive on dediblades, which gives more push yet uses more power.

Weng was busy working on bug fixes, some of which are multiplayer and backend stuff for our wings.

Gladyon has also been working on the backend code for our new wing parts. The new Custom control surfaces will allow us to make wing flaps which can move and generate force for roll, pitch, up/down and yaw after being set up in the Q menu of that sections CCS.


There should be a nice gif showing off the flappy flaps flapping in action, but I could not upload it so feel free to check that out on Reddit or our main forum in the Developer updates section.

Nick, has been working hard on the AI pathfinding in battles so that we no longer get landships as well as bug fixing and all that good stuff.
Sean… he is not cool enough to grace this post ;p

So what is coming up next? I hear you scream.

Our current and second sprint are listed below unless something gets pushed back or brought forward.
I tried to export the info in a way that it won’t burn out your retinas xD. If you have any questions about a particular card feel free to ask.






Next sprint is currently looking like this



As always we thank you all for your continued support and feedback!



Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/


From the Depths - BaconsTV
Hey Depthians!

We are releasing a new Betatest branch (previously known as Devtest) ; this version will be 2.7.3, which will include the changes and fixes in the changelog below.
Later on we will also have an experimental branch, this branch will be used as a very early testing ground for features/bug fixes before hitting the Betatest branch.

We do know about the issue with the reinforced wood texture, this is because currently there is no triplanar texture for wood and there is no non-triplanar texture for metal. We will resolve this in future.

Thanks for all your support as always, and for all the encouraging and positive comments to the Strategic AI update.
v2.7.3 [Add] <AI>: [BUGS-2217] Added an empty manoeuvre routine that can be used when you want to replace the AI manoeuvres entirely with a AI breadboard. v2.7.3 [Add] <AI>: The collision avoidance choice drop down in the adjuster is now fully functional for land/water/air avoidance toggling. v2.7.3 [Add] <AI>: The waypoints picked by non flagship forces when in fleet move is a bit more sensible, allowing better in formation movement v2.7.3 [Add] <Game>: Vehicles structures and fortresses now spawn on the terrain surface, never below it (structures already did this). v2.7.3 [Add] <Mimic>: Added option to disable mimic interaction tooltip outside of build mode v2.7.3 [Add] <Mimic>: It is now possible to mimic 'objects' like the moving part of a propeller. v2.7.3 [Add] <Pathfinding>: Steering points from the AI behaviours are now adjusted so they are on land/water (as appropriate based on your Adjuster) to help avoid crashing your ship into land or driving your tank into water v2.7.3 [Add] <Tutorials>: Added the voice over for the fourth tutorial: 'automating your boat' v2.7.3 [Change] <APS>: Proxy fuse removed, old proxy fuses converted to inertials on load v2.7.3 [Change] <Cost>: Ammo processor material cost from 50 to 300 v2.7.3 [Change] <Durability>: 2 axis turret and elevation only turret health increased from 500 to 800, armor from 25 to 35 v2.7.3 [Change] <Durability>: Armor of 1 axis turret variants increased from 15 to 35 v2.7.3 [Fix] <AI>: [BUGS-2115] Aerial collision avoidance changed so a docker will ignore it's dockees v2.7.3 [Fix] <Blocks>: Reinforced wood no longer uses an extra submesh for the metal part and as such is far less computationally demanding when used extensively. v2.7.3 [Fix] <Constructs>: [BUGS-827] Construct dimensions now decrease after removing blocks v2.7.3 [Fix] <Game>: [BUGS-2289] material cost shown in the V menu now does not include the contents of the blocks, just the blocks themselves. v2.7.3 [Fix] <Game>: Fixed some issues with operation of steam turbine out of play v2.7.3 [Fix] <Linux>: [BUGS-2273] Linux issues with prefabs and the inventory now fixed v2.7.3 [Fix] <Structures>: [BUGS-2248] fixed issues loading dead structures into campaign
...