From the Depths - BaconsTV
What is up Depthians!

It's about time for another “What is happening at Brilliant skies” post for December.



As most of you already know we had enforced the connection rule set for numerous blocks and with that, we had a lot of feedback. Therefore in Beta update 3.1.2, we added a new feature which I hope I explained well enough in the Beta patch notes. We also changed the way munition/laser warners and signal jammers worked so that they no longer need a direct or wireless connection to the AI mainframe, also explained in the Beta patch notes.

We have implemented the new huge missile parts in 3.1.2 so I do hope to see some epic screenies with a lot of marauders being turned into confetti.



The team is also working on tweaking up the way the warp system works which we should see hopefully in 3.1.3 if all goes well. Further details on that will be disclosed on release and this will most probably be in Beta before it hits stable.

Another new block that will hit From The Depths is the Spawn-o-Matic, which while it is mostly directed to help new players when spawning in designer mode to give them a little direction and not feeling overwhelmed. Rather than spawning on a raft, we should see a new default fort(you can the starting construct change to whatever you want), which will have this new block that will hold a number of craft ready to be spawned that a new player can check out and use as a reference when building their own crafts(land, air, sea surface, sub, hover, thruster etc..).

Mimic 2.0, this following new feature is going to be a massive change to the way mimicry works. For 3.1.4, we hope to release Mimics 2.0, in short, and a basic vague description for now. This new system will allow us to place a non-physical block that won't take up space nor add to block count on any block we choose. We get all the usual tool sets the current mimics have to select what we want mimicked distance in the usual directions, size, rotation and everything else. Once the block that this new mimic is “tied” to dies then ofc the mimicked object will also fall off, however, they do not cost any material they will reappear once the block they are tied to is repaired. In regards to our current mimics, they will still remain in-game with no changes.

While all this and much more is being done during December, such as steam drive shaft splitters, missile wireless system, Rambot weapons, sky fortress turbine model and much more! We are also working on Diplomacy for 3.1.5 more details on that once we get closer to releasing the beta update.
Dec 7, 2020
From the Depths - BaconsTV
What is up Depthians!

We listened to the feedback from 3.1.0 and put in this feature to help people build more freely.
This allows more freedom than ever before to plan out a build with a rough blueprint of disconnected pieces and then connect it all later. Pressing backspace in build mode de-activates the connection checks. You can then place anything literally anywhere. The connection checks will re-activate if you have been out of build mode for 30 seconds, or if a block is killed by hostile fire. You can save the vehicle with connection checks de-activated so that you can continue your disconnected building over several play sessions or save points.

The change also makes it so that the first disconnection check when a vehicle is loaded will not make blocks fall off but will simply mark them with a warning so that the player can enter build mode, disable connectivity checks, and fix the issues so that the parts never fall out. That change has been made so that we can be a bit more liberal with tidying up the connection logic of some blocks but not create a nightmare situation where the vehicle is loaded and then immediately just falls apart. Note carefully that many of the changes in the change list are for removing the connection surfaces of blocks so that in 3.1.1 some unlucky people are going to have a few designs that need to use this feature to save a few blocks from falling off.

We have also changed the way munition/laser warners and signal jammers work. They no longer need to be connected to the AI and the reason for this is that none of those parts made any usage of the AI mainframe as the munition warning manager and laser warning manager is specific to the vehicle, not an AI mainframe, so they have no reason to be coupled to an AI mainframe any more.
This allows player controlled vehicles without AI to make proper use of all countermeasures ( flare dispensers, interceptors and smoke, etc)".

I thought I should leave some basic instructions / demonstration in regards to the connection check, how to turn on off and what you should keep an eye on.

When you load up the designer mode, by default the connection check and rules are in place and therefore you would not be able to place blocks like the following pic.


In order to deactivate the connection rules, you will need to press "Backspace".
Anything you place that is not allowed, due to the connection rules would be coloured in Magenta and you will also see a warning to the left of your screen.


Once you reactivate the connection rules and you still have something connected that would potentially fall off, you will be warned.


If you come out of build mode, you will notice a timer indicating that the connection rules will be reactivated in X seconds and when it reactivates the Magenta coloured blocks will fall off, unless you pop back into build mode.




Changelog

Additions

Connections
  • Connection logic is reapplied if a block is killed by damage, or if no one is in build mode on the vehicle for 60 seconds
  • If you press backspace in build mode you can disable the connection logic and build freely (even in open space away from any other block).
  • The disabling of connection logic can be saved/loaded with the vehicle allowing you to continue building on disconnected vehicles over several play sessions or save/loads or play/pulls

Missiles
  • Huge missiles have been added in

Changes

AI
  • Changed adjustments so that the max altitude can go to 2000 from 1000.
  • Changed hover above so that the max altitude can go to 2000 from 1000.
  • Flag post is no longer part of the AI subsystem- just a free-standing block now
  • Increased AI wireless channel count from 1 empty + 4 usable to 1 + 9

APS
  • Reduced HEAT/HESH damage against non-structural blocks without a gap before them. Closer to, but still very slightly higher than the total damage against blocks after a gap

Connections
  • 16 pdr cannon - Changed - Attaches on 4 sides from 1.
  • 30mm assault cannon - Changed - Attaches on 2 sides from 1.
  • 32 pdr swivel gun - Changed - Attaches on 4 sides from 1.
  • AI bread board - Changed - Attaches on 1 side from 6.
  • Ammo controller - Changed - Attaches on 5 sides from 6.
  • Ammo customizer 1 module - Changed - Attaches on 5 sides from 6.
  • Ammo customizer 2 modules - Changed - Attaches on 5 sides from 6.
  • Ammo customizer 4 modules - Changed - Attaches on 5 sides from 6.
  • Ammo ejector - Changed - Attaches on 1 side from 6.
  • Ammo ejector backwards - Changed - Attaches on 1 side from 6.
  • Camera 90 - Changed - Attaches on 5 sides from 1.
  • Control terminal - Changed - Attaches on 4 sides from 5.
  • Frequency doubler - Changed - Attaches on 2 sides from 6.
  • Gauge increase corner - Changed - Attaches on 4 sides from 6.
  • Heat decoy - Changed - Attaches on 5 sides from 6.
  • Interface screen - Changed - Attaches on 5 sides from 1.
  • Invisible gantries - Changed - Attaches on 3 sides from 6.
  • LAMS node - Changed - Attaches on 5 sides from 1.
  • Large crank motor - Changed - Attaches on 4 from 6.
  • Large radiator - Changed - Attaches on 6 sides from 5.
  • Large rail gantry - Changed - Attaches on 3 sides from 6.
  • Large rail launcher - Changed - Attaches on 3 sides from 6.
  • Laser - Changed - Attaches on 5 sides from 1.
  • Laser cutter - Changed - Attaches on 1 side from 6.
  • Laser destabiliser - Changed - Attaches on 2 sides from 6.
  • Medium crank motor - Changed - Attaches on 3 from 6.
  • Medium rail gantry - Changed - Attaches on 3 sides from 6. 
  • Medium rail launcher - Changed - Attaches on 3 sides from 6.
  • Medium transmission - Changed - Attaches on 3 faces.
  • Moving light - Changed - 5 sides from 6.
  • Neon Light - Changed - 5 sides from 6.
  • Non - AI breadboard - Changed - Attaches on 1 side from 6.
  • Particle tube corner - Changed - Attaches on 4 sides from 6.
  • Particle tube terminator - Attaches on 1 side from 6.
  • Radar decoy - Changed - Attaches on 5 sides from 6.
  • Radiator - Changed - Attaches on 6 sides from 5.
  • Railgun charger - Changed - Attaches on 2 sides from 6.
  • Sail Main Block(Square Rig!) - Changed - Attaches on 4 sides from 3.
  • Signpost - Changed - Attaches on 4 sides from 1. I don't think this would do any harm.
  • Signpost (long) - Changed- Attaches on 4 sides from 1. I don't think this would do any harm.
  • Single input cavity - Changed - Attaches on 5 sides from 6.
  • Small crank motor - Changed - Attaches on 3 from 6.
  • Small rail gantry - Changed - Attaches on 3 sides from 6.
  • Small rail launcher - Changed - Attaches on 3 sides from 6.
  • Small single rail gantry - Changed - Attaches on 3 sides from 6.
  • Small single rail launcher - Changed - Attaches on 3 sides from 6.
  • Small steam controller - Changed - Attaches on 1 face.
  • Switch - Changed - Attaches on 5 sides from 1.
  • Text screen - Changed - Attaches on 5 sides from 1.
  • The following connection changes are based on community feedback and a review of that.  Sail Main Block - Changed - Attaches on 4 sides from 3.
  • Warp charger (2m) - Changed - Attaches on 6 from 2.
  • Wireless camera - Changed - Attaches on 5 sides from 1.

Decoration
  • Changed ammo processor prop cost from 300 to 3.  Collectors are up in arms at the devaluation

Defenses
  • Munition warners, laser warners, smoke dispensers and signal jammers now aren't AI components and do not need a mainframe connection

Laser
  • If a laser has an output regulator its sliders are at the top of the stats tab
  • Laser cavities and transceivers use the multipurpose laser's tooltip
  • Laser optics use their combiner's Q menu stats UI
  • Laser parts use their multipurpose laser's Q menu stats UI
  • Multipurpose laser block got a stats UI, accessible from the Q menu

Missile
  • Harpoon cable thickness scales with missile size
  • Signal processors now reduce decoy strength to 4-40% for all sizes
  • Summary: decoys are better for smaller designs, multiple smaller decoys are stronger and missiles without processors are more usable
  • Target simulator and flare base strength reduced from 2500 to 1600
  • Target simulator and flare strength scales with surface, instead of volume. Means S decoys are 2x as strong as before, L 1/2
  • Target simulators add 1/10 of their signal strength to the missile's passive detection range (sonar only underwater, IR/radar only above)

Prefabs
  •  Added new simple prefabs where appropriate.  Removed some fuel engine examples.
  • Removed hull prefabs from the build menu as we plan to change how this works.

Steam
  • Added ACB control for steam valves

Tooltip
  • Repair tentacle tooltip now no longer mentions player skills.

Fixes

AI
  • [BUGS-2789] Added control module descriptions and fixed out of date tooltips for the manoeuvre hover routine

APS
  • Fixed some setups of turreted 0 gunpowder railguns firing twice in 1 frame under AI control

Decoration
  • Changed position of the fuel processor prop.  It was overlapping crystal trays.

Gridcasts
  • Fixed another old Gridcast problem, mostly noticeable when lasers jump through the firing construct's own blocks without damaging them

Multiplayer
  • Fill operations in multiplayer depended on the orientation of the host camera, not the client trying to do the fill. Fixed now.

Steam
  • Fixed a pressure loss problem in closed-loop systems
  • Fixed some valve setups not properly discovering the full pipe network
  • Improved stat over time accuracy
From the Depths - BaconsTV
Hey Depthians!

It has been a long road developing From The Depths which has recently come out of Early Access, however that does not mean that we will slow down in releasing new features and other tweaks!

From The Depths would have not been able to reach this point without all your support throughout Early Access, and we would love to see your support once more.

Help us achieve the "Labor of Love" award by smashing that little circle above!

Thanks as always for your support from all of us at Brilliant Skies.
From the Depths - BaconsTV
What is up Depthians!
Just a quick FYI, we now have From The Depths trading cards on Steam and we have also launched our merchandise page >HERE<, for you to add some goodies to your Christmas wishlist. We hope you like the selection of items, and if you have any suggestions in terms of merch don’t hesitate to let us know!



I can’t wait to get my hands on that epic desk mat and a cosie hoody for the cold Christmas that’s on the way xD Must not forget about nutmeg in a new mug too 😛
Nov 20, 2020
From the Depths - BaconsTV
Hey Depthians!

Some tweaks and changes to the block connection surfaces and a new block type connection strut, which comes in alloy, metal, wood and heavy armour. This will allow you to connect parts like the long side of an exhaust to the hull of your construct as well as many other blocks. We have also added a wing variant of the strut block, which also make use of - / + force like other wing parts and at the same time resolved some issues with surface drag.

Changelog.
Additions
BLOCKS
  • Added an optional (off by default) visual effect for the docking station
Changes
AVATAR
  • Rambot avatar texture update
BLOCKS
  • Added a second connection surface for AI wireless receivers
  • Inline turbochargers now connect directly onto carbs
  • Simple laser has a connection surface UP now (as well as DOWN)
  • The large chain now has connection surfaces on the left and right side
CONNECTIONS
  • ‘Protection’ of old blocks is no longer applied to blocks that connect on all six sides anyway- this reduces the file size of the blueprint
Nov 19, 2020
From the Depths - BaconsTV
What is up Depthians!

What is this new disconnection check? I hear you scream

As some of you know, some blocks can only be attached by a specific side and some of the other sides you may not be able to build on/attach blocks to(red squares). We have enforced this rule with this update as we could bypass this rule by shift+click to replace a block which initially would not be able to be put in that specific location.

Let’s take this exhaust as an example



As you can see it is only connected on the T junction and the corner. It is not attached to any of the light-alloy blocks of the construct, therefore if I delete or if the T junction gets destroyed the rest of the exhaust system will fall off.

However! Do not worry about your current blueprints already saved block placement as they will not be affected and you will see a tooltip saying that the block you are looking at is protected. Only newly placed blocks will be affected as the rule and block connection logic is enforced.

It’s a common-sense thing should a floating block be able to connect to something like this exhaust?
Not unless it has a face that can be attached to something like the corner exhaust.




You can also disable the protection on your current saves by hitting V on the construct



You may see a few blocks falling off your construct if they were placed incorrectly by using shift+click to replace. For example, this receiver and munition detector will fall off.




Changelog

Additions

Blocks
  • Added a 3m sign post and increased the display capacity of the normal sign post

Build mode
  • Area and block group erase now work with mirror
  • Attempting to replace a block when the new block cannot be placed now has no effect. It used to delete the old block without placing a new one.
  • Block group erase can now also delete a chunk of blocks of the same type if the selected block is not part of a multi-block system
  • Option to show build marker coordinates on HUD

Undo/Redo
  • Undo/redo now works in multiplayer. Every player building on the same construct share one undo/redo list. Only the author of an action can undo/redo it.

Changes

Blocks
  • [FTD-586] Blocks from old blueprints are spared from the strict disconnection check
  • [FTD-586] Changed placeable faces of ACB, ship wheel, fire control computer, drone spawner, blueprint spawner, docking station, repair bot, respawn beacon, gauge block, AI wireless receiver, Lua box, stair, door, and a few other blocks.
  • [FTD-586] Replace, repair, and disconnection check now respect placeable faces of the blocks

Fortress
  • In-play movement speed of a Fortress under AI / player control increased to 3m/s (from 1m/s)

Harpoons
  • Improved the rendering of missile harpoons so you can now see a sensibly thick cable rather than a constant thickness black line

Missile
  • Large 2x2 hatch texture replaced

Physics
  • 'Autosynch transforms' flag has been turned off in the Unity physics engine which should improve performance particularly for vehicles that are very close together, without affecting the simulation much

Fixes

AI
  • Fortress manoeuvre routine will no longer try to move a fortress if it is within 3m of its waypoint, this is for performance reasons (moving large fortresses can be quite computationally expensive)

CJE
  • Custom jets with both thrust and energy/power output do not use more materials than intended

Drones
  • Docked motherships and drones will no longer activate their colliders immediately after spawning, they now correctly identify that they are connected by a tractor beam and don't need colliders.

LWC
  • Fixed a threading problem possibly causing different priority LWCs/AMCCs controlling the same turret making it twitch and not fire

Missile
  • Harpoon cable width scales width is reduced further from the camera

Performance
  • Air pumps calculation didn't stop when vehicle is frozen. Now fixed.

Steam
  • Fixed a problem causing steam propellers to be considered higher than intended relative to the water level
  • Fixed transmissions possibly changing direction instantly when getting a sequence of 0-opposite direction rotation requests
Nov 17, 2020
From the Depths - BaconsTV
Hey Depthians!
Another round of fixes and tweaks!

Changelog

Additions

Adventure
  • Changed the warp gate visual effect

Autosave
  • Added a lot of customisation for the blueprint autosave feature (in the misc tab of the options menu)

Build Mode
  • Area and block group erase now work with mirror
  • Block group erase can now also delete a chunk of blocks of the same type if the selected block is not part of a multi-block system
  • Option to show build marker coordinates on HUD

Performance
  • It is now possible to automatically regulate the number of particles
  • Multi-threaded the missile guidance, seeking and water level checking code
  • Multi-threaded the munition warning code
  • Removed many sources of excess 'garbage' creation (FTD should perform garbage collection less often (pause less often during play))

Steam
  • L pistons got a second output port on the opposite side of the input, arrows not show port directions. L pistons renamed to Large serial pistons.
  • L turbines added: generators 5x5x1, bodies 5x5x2, maximum throughput 30K steam/s. Efficiency stats match M turbines with the same blade count
  • New L piston variant: parallel piston. Has an input-output pair on both sides, parallel pistons placed next to each other share their in- and outputs
  • S and M pistons now have arrows marking their in- and outputs


Changes

APS
  • APS shell splash size reduced
  • Muzzle flash size reduced to ~80%
  • The time it takes for barrels to reach full length after firing is capped at 0.5s

CIWS
  • Fixed a low prio LWC and a high prio AMCC controlling the same weapon interfering with each other
  • Fixed LWC causing AMCC controlling the same weapon to ignore maximum range restriction

Laser
  • Laser cutter armor up from 10 to 40
  • Laser cutters now damage CRAM shells

Missile
  • Ballast tank now has the same free volume 1-turn does (so torpedos have a lower 'mandatory' part count)
  • Interceptor damage slightly up (~7.6% for S, ~11% for M)
  • Torpedo sonar and torpedo propeller health up to 50% of a reinforced body. A slight boost for torpedos since they can't use bodies well and are easy to fish for with CIWS

Steam
  • Boilers can connect directly to pistons
  • Boilers can connect directly to turbines
  • Crank motor braking force doubled
  • L crankshaft, wheel, transmission and axis shift armour up from 20 to 40
  • L gearbox armour up from 20 to 40, health from 1200 to 2000
  • L piston and crank generator armour up from 20 to 30
  • Transmissions and propellers can connect directly to cranks and axis shift gears
  • Turbine body costs up from 10 to 20 mat/volume. Means long turbines are ~10% more expensive for 10 minutes (not counting battle damage)

Fixes

APS
  • Fixed an issue with cooling not being fully utilized at very high rates of fire

Pathfinding
  • Sea/land surface pathfinding and collision avoidance bug fixes and optimisations

Steam
  • The crank generator adds and displays the correct flat kinetic loss
  • Turbines do not keep the last minor fractions of the kinetic energy almost indefinitely

Removed
UI
  • Removed the 'more'/'less' complexity toggle from the inventory as the feedback has always suggested it's doing more harm than good
Nov 11, 2020
From the Depths - BaconsTV
Hey Depthians!



More bug fixing and minor changes.


Changelog

Additions

Autosave
  • Added an auto-save feature that runs in designer and multi-player designer. This will save many time-tagged versions of your vehicle.
Steam
  • S and M pistons now have arrows marking their in- and outputs

Changes

Special effects
  • Better muzzle flash for the simple weapons
UI
  • Adjusted the UI so that tables are generally displayed with equally spaced columns
  • Tweaked the names of some missile components to be more consistent with their use of capitalization, and a bit shorter

Fixes
Adventure
  • Fixed a UI bug if you move beyond the usual limits of the Neter map in adventure mode
APS
  • Fixed an issue with cooling not being fully utilized at very high rates of fire
Campaign
  • Fixed various situations where the campaign AI would break if a fleet died at the wrong moment
Missiles
  • The 'thrust before locking' parameter is now saved/loaded correctly in missile's blueprints [BUGS-2583]
Multiplayer
  • Board section capture progress now properly loads in a multiplayer campaign
  • The performance of the player in previous battles now correctly loads in a multiplayer campaign (helps to tune the difficulty)
Steam
  • Crank generator adds and displays the correct flat kinetic loss
  • Turbines do not keep the last minor fractions of the kinetic energy almost indefinitely
Nov 9, 2020
From the Depths - BaconsTV
Hey Depthians!!

Another sweet round of changes and fixes.

Changelog
Addition
STEAM
  • New setting for gearboxes: RPM limit
  • New setting for steam valves: close on breach. When enabled they shut down if either of their sides has a non-vent steam exhaust
Change
MAP
  • UI markers showing how to capture/defend territory is now only shown when a fleet is selected
MISSILES
  • Missile trails are less colourful and more realistic
STEAM
  • Crank generator RPM-based kinetic loss reduced to 1/3. The crank generator gets a flat kinetic loss, crank wheel RPM-based kinetic loss increased. At low speeds, multiple generators do not increase e
  • Gearbox flat kinetic loss reduced to half. Lower piston count engines are slightly better
  • Large turbine kinetic loss down by 10%, small turbine loss up by 20%. Minor output change mostly affecting long turbines, large ones get a slightly bigger boost to compensate for being harder to fit
  • Steam jet maximum thrust up to 10000, maximum steam use to 5000/s, cost to 1000
  • Transmission motors renamed to crank motors
WEAPONS
  • The material-limitation preventing to fire when there’s not enough material/energy is now preventing to reload for APS, CRAM, missile and simple weapons (they can now fire despite the limitation if they are already reloaded)

Fix

ADVENTURE
  • There is a limit on the maximum volume of enemy units that will spawn simultaneously in adventure mode.
BLOCKS
  • Engine crankshaft block can now be placed either way around
  • It’s now a bit easier to see which way around the electric engine should be placed
BLUEPRINTS
  • Fixed a very uncommon issue causing some old blueprints not to load
BUILDING
  • The markers showing connection points no longer disappear when you zoom all the way in
SPECIAL EFFECTS
  • The smoke generator will not switch to ‘fire’ mode anymore when using Shift+P or being repaired [BUGS-2720]
STEAM
  • Fixed an inaccuracy causing multiple boilers attached to the same pipe section outputting more than 1000 steam for 1 material burned
  • Fixed blocked steam propellers not getting their efficiency reduced accordingly
  • Fixed gearbox max power display jumping around under variable load (calculation now runs on the same thread as power generation)
  • Fixed some vent and valve setups causing steam usage to go down
  • Fixed transmission outputs having a flat kinetic loss on top of the one scaling by their speed
  • Propellers and transmissions only connect to matching sized cranks
  • Steam jets can now connect anywhere pipes can
  • The piston sounds of the steam engine are now at the correct Hz
  • Valves now correctly show and track their output when they are connected to plain pipes with exhausts
Nov 7, 2020
From the Depths - BaconsTV
Hey Depthians!

A quick little update to Stable.

Changelogs
Change
GAME
  • Our UI icons are now loaded asynchronously which should speed up booting times
LASER TRANSCEIVER
  • It is now possible to have the laser transceiver beams going through stacked turrets without intermediate laser transceivers. The turrets/spinblocks/pistons must be perfectly stacked (same ‘up’, and centred)
PROPULSION
  • Control surfaces now only block propulsion perpendicular to it.
SOUNDS
  • The doppler effect has been removed from the sound of the steam engine as it sounded odd to be speeding up the RPM of the engine like that
STEAM
  • Fixed blocked steam propellers not getting their efficiency reduced accordingly
  • Fixed transmission outputs having a flat kinetic loss on top of the one scaling by their speed
...