We are happy to point out that From The Depths, now uses Steam Networking so this should resolve some issues people had in the past, but as always please send us any bugs here: https://brilliantskies.customercase.com/forums/bug-tracker. Leave us a small example blueprint if its component related rather than the full 1 million volume construct :p. Please also include the output log.
If it's campaign issues send us the save file hopefully shortly before the issue happens and all the info needed to recreate any of the problems you encounter. Save files can be found in C:\Users\YourUserName\Documents\From The Depths\Player Profiles\PlayerProfileName\Saves.
Additions
APS
Added KINETIC_DAMAGE * AP stat to shell customizer
Missiles
Added missiles fired/hit counter tooltips to missiles launchpads and controllers
Changes
APS
HE, EMP, and frag head kinetic modifier up from 1 to 1.2
Heavy head kinetic modifier up from 1.65 to 1.75
Hollowpoint AP modifier down from 1.2 to 1.15
Sabot head and body health modifier down from 1 to 0.9
Soft part health modifier down from 0.4 to 0.35
Armor refit
Armor refit tool now shows a warning on the hud if a lack of materials
Campaign
New campaigns now have a 1 hour period before the first council is automatically triggered. You can trigger one yourself before that.
Reduced the reward/cost for diplomacy options to 80% of original value.
CRAMs
Removed automatic orientation packers from the inventory tab
Missiles
Laser designator receiver drag modifier from 0.6 to 0.2 (same as thumper and single pixel IR seeker)
Laser emitter health down from 900 to 800, armor up from 40 to 50, cost down from 150 to 100
Laser emitters now send out a position estimate for the last target after losing it. After 1 second of the beam not hitting anything they revert to the old behavior
Missile smoke trail length scales with missile size, not only velocity
Remote guidance has a fixed 3m max error, instead of 4-8. Max sensor scrambler error up to 24m and signal processor reduces that to 50%
Scaling for impact damage from reinforced bodies back to be ~equal to a HE/frag/EMP warhead at 400 m/s, instead of 360
Fixes
Avatars
Improved avatar motion over slopes, and stopped avatar being above to move in 1m high crawl spaces (which results in the camera being stuck in the block above)
Bugs
BUGS-2917 Laser guided missiles show in the stat panel that there is no distance limit for a lock
BUGS-2823 Wheels placed with prefabs now won't attach to existing tracks on the vehicle
BUGS-3161 Fixed laser emitters not registering valid hits in some cases
BUGS-3186 Fixed failsafes not working with short range laser combiners
BUGS-3357 Steam piston outputs are also updated when a non-steam block is permanently added/removed
BUGS-3460 Fixed hover maneouvre not handling negative azi for the forward/strafe limit slider
BUGS-3470 Max value for secondary and tertiary drive ACB conditions is in the [-1, 1] range, instead of [0, 1]
BUGS-3481 Altitude fuses for missiles work again
BUGS-3485 Reducing gunpowder casing length for APS also reduces clip explosion power
BUGS-3499 Steam networking message buffer increased in size to allow large save files to be sent to clients in multiplayer
BUGS-3257 Sticky feet UI now shows the friction slider again, allowing direct control.
Lasers
0Q lasers with a minimum damage set will also check if total remaining laser energy dipped below 1 before pumps recharged. Fixes bursts with some 0Q setups
Output regulators burst threshold default set from 0 to 80, no longer adjusted when changing minimum damage. Only matters for lasers with a minimum damage set to be over the default 0
Missiles
Improved laser emitter hit detection
Physics
Certain collisions between large vehicle should no longer massively slow down the game or cause a crash. The improvment will vary per situation and in some rare cases there might even be a slight decrease in performance, but in many of the worst cases you can expect a large improvement
Steam
Direct turbine/piston connections added to the sides of L boilers
Another round of bug fixing, tweaks, and some additional features.
We shall explain any functions/features etc fully in the stable release, however, please feel free to ask about anything in the notes that you feel needs explaining.
We would also like to point out that we updated to unity 2020.3.22 and therefore the FTD boot-up process now begins in the launcher, and is more multi-threaded and concurrent, so it should take less time to boot the game up.
FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary.
We have fixed a number of multiplayer issues, there may be still some left so as always feel free to poke us with them on our bug tracker page.
New buttons in armor refit tool: refit 100 and refit 500 blocks
campaign
You can now trigger a diplomacy meeting if you have no enemies (or your enemies are dead)
CRAM
Added idle elevation option in the CRAM settings UI
New option in the fusing box: hollow-point tip conversion. Switches kinetic to impact damage, at the conversion rate used in APS
Multiplayer
It is now possible to join lobbies through the Steam friends list if you are in the main menu
Joining a lobby through the Steam friends list without the game running will start up the game and join the lobby if possible
Planets
You can now include a zip file of imagery with your planet when you upload it to the steam workshop. If your planet is called Mine.planet then make a zip file called Mine.zip and put into it files with names such as #mytag.jpg and #anothertag.png. You can use these hashtags for the diplomacy portraits.
Targeting
New slider for target prioritization card: bonus priority multiplier for the current target
Changes
Adventure
Adventure mode now allows 3rd person camera as per other modes
APS
AP modifier for soft heads up from 0.8 to 1
AP modifier for soft parts except flak up from 0.1 to 0.8
HE, frag, and EMP damage up by 10%. Also affects HEAT and HESH. Flak damage up by ~5%
Health modifier for soft heads up from 0.5 to 0.9
HP head switched from 1 AP and 1.2 kinetic modifiers to 1.2 AP and 1 kinetic
Penetration depth fuse speed modifier up from 1 to 1.1, same as solid bodies
Shaped charge and squash heads are now fast (1.6 speed modifier, instead of 1.45)
Shell health up by 25%
Speed modifier for slow heads up from 1.3 to 1.45
Blocks
Most blocks can now be placed on fortresses and structures. This is to make separators work, was also requested for testing parts.
Campaign
Diplomacy meeting timer no longer advances during combat
In council meeting mode there is no longer relationship damage from moving in neutral territory belonging to someone you are not at war with.
Salvage increases its pick-up radius massively after two hours to de-clutter the map and keep the economy going.
CRAM
Gauge increase component costs up from 10 to 12
Hardener pellets cost up from 120 to 150
HE, frag, and EMP pellet cost up from 150 to 180
Health for each HE/EMP/frag payload packed up from 3 to 3.6
Kinetic damage for each hardener payload packed up from 10 to 16
Kinetic damage for each HE/EMP/frag payload packed up from 4 to 5
Material cost and recoil for each payload packed up by 20%
Packer costs up from 20 to 25
Payload compactor cost up from 20 to 25
Shell power for each HE/frag/EMP payload packed up from 18 to 22
Engine
FTD boot-up process now begins in the launcher and is more multi-threaded and concurrent. It should take less time to boot the game up.
FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary.
Now using Unity 2020.3.22, instead of Unity 2017.4.25.
Fuel engines
Exhaust tooltips now show the full name of the part, instead of the generic ‘Engine exhaust’
HEAT
HEAT base metric up to 10/9 the old value
HEAT damage up to 8/7 the old value
Final spalling metric now scales with TOTAL_ARMOR^0.47, instead of TOTAL_ARMOR^0.5 (lower loss against lots of armor)
Missiles
Damage done down by 10%
Reinforced body health modifier down from 2 to 1.6
Remote guidance now has a base error, up to 8m along each axis. Signal processor reduces base error by 50% (also affects error from not having enough GPP)
Modding
Most constant files use plain fields instead of expression bodies
Multiplayer
You will now only take ownership of nearby weapons if you actually have their weapon slot selected
PAC
Damage done for 1 energy used up by ~4.5%
Piercing AP up from 50 to 60. DAMAGE * AP stays the same (except the 4.5% buff all PACs get)
Projectiles
All projectiles lose power as they are damaged, down to 20% when they reach 0 health. HE/frag/EMP/HEAT/HESH get their base power reduced, kinetic/impact damage lose AP
Sensor scrambler
Error added to remote and Lua missiles is 12 * (INTERFERENCE_STRENGTH/20000)^0.45 meters. Interference strength can go over 20000 from multiple scramblers
Interference strength and radius is the same for missiles as for detection components
Material cost up from 100 to 200
Sound
Changed simple lasers to use the sound of standard continuous lasers
Steam
Armor for M and L turbine parts up from 20 to 30
Boiler controllers generate heat again, temperature scales with OUTPUT^0.8. Medium boilers run cooler than smalls, large boilers than mediums for the same output.
Large boiler armor up from 20 to 30, output up from 22500 to 24000 (capacity and material use follow the increase)
M boiler controllers can be attached to M boilers from any direction, including the sides
Max kinetic loss for S crank parts up from 140 to 180 (translates to ~5% lower max output)
Small boiler armor down from 20 to 15, cost up from 10 to 20
Fixes
AIO LWC
Fixed AIO LWC not using processing power for attached remote missiles
APS
Reducing length of a propellant casing also reduces material cost
Armor refit
Armor refit tool stops if there are not enough materials in the campaign (so doesn’t remove blocks/get stuck when trying to place something in a position with all neighbors removed)
BUGS-1142
Fixed fins possibly adding an upwards force higher than gravity for missiles not under thrust
BUGS-2433
Fixed campaign favorite build menu types going out of the bounds of their panel
BUGS-2791/2822
In mouse, build mode blocks larger than 1x1x1 get the proper offset in every orientation
BUGS-3162
‘Warp now’ button in the warp drive UI now only warps up to the set target distance
BUGS-2889
Custom jet engines and steam jets not output the proper force with a power scale below 1
BUGS-3196
Particle cannon UI label improvement
BUGS-3198
Airplane idle thrust works as it should again
BUGS-3205
Fixed direct connections from boilers to pistons and turbines ignoring attachment points
BUGS-3217
Fixed force from gravrams and warp drives being lower at low game speed
BUGS-3230
Fixed APS barrel recoil tooltips not updating on caliber change
BUGS-3263
Wheels with a negative power scale and negative drive now do not ignore the wheel speed caps
BUGS-3296
Impact damage can now possibly spread to every cell next to a block larger than 1x1x1 (checked the 6 cardinal directions from the origin of the block before)
BUGS-3329
Following review, blocks have their mesh shown or as a general block as appropriate in the build marker.
BUGS-3337
All detection parts have drag blocker removed. All detection drag set to 0.2 from 1. This should make creating planes and subs easier.
BUGS-3373
Advanced cannon ammo intakes do not show no space in rack messages during normal operation
BUGS-3378
Fixed being able to use multiple mantlets with a single advanced cannon
BUGS-3402
Fixed some cases where fuel engines do not distribute exhaust gases between multiple exits. A pipe section is only obstructed if all possible exits are obstructed
BUGS-3424
Fixed pressure readouts for some special steam piping setups
BUGS-3433
Fixed the tooltip for advanced cannons with a shell loaded but no intakes showing 1 available intake
A vehicle will only go into the ‘too damaged’ destruction state if it has actually been damaged (to avoid slow-building mega vehicles from being destroyed) (affects Obelisk mode multiplayer).
BUGS-3448
You can no longer teleport using the teleport avatar item when in a chair or being carried by out of play force
BUGS-3210
STL export has funky position and rotation. Now fixed. If the vehicle has an origin block that will be used
BUGS 3160
AI UI maneuver screen now displays correctly at small window sizes
BUGS-3214
Helispinner UI now shows the yaw and roll rotation settings and the default resting spin rate sliders
BUGS-3453
Fixed resource zone description typos
BUGS-3404
Youtube is working again
BUGS-3442
Fixed a bug where broken decorations on APS barrels (and some other places) can stop systems from working
CJE
Exhaust bonus for custom jet generators is reduced if the exhaust is blocked
Decoys
Radar decoys no longer have an attachment point facing up. This was a bug
Feet
Clampy feet should now properly disconnect when killed
Fortress
Optimization of the power management for the Sky fortress turbines [BUGS-3282]
Frags
Fixed frag trails being connected to a faraway point on spawning
Impact
Impact damage now looks for a different block to start from if the original was already destroyed on another thread
Lasers
Fixed some laser setups using less power than they should at low game speeds
Missiles
Ejector meshes are now the correct size, centered, and aren’t floating.
When missiles take damage their HE damage is reduced using the standard scaling, instead of simply being divided
Multiplayer
Fixed campaign resource cap not being constant in multiplayer
Fixed chat text getting highlighted/selected for no reason
Fixed clients not rendering harpoon lines
Fixed control inputs not being synchronized for fortresses
Fixed custom axes not being synchronized in multiplayer
Fixed various crashes in multiplayer
PAC
Fixed explosive mode damage after attenuation not using HE scaling (range0 damage was simply multiplied by attenuation loss)
Separators
Fixed separators breaking steam engines both on the separated vehicle and the main vehicle
Fixed separators not working in multiplayer
Steam
Fixed crank generator and propeller labels being switched in the block stat overview
We are pleased to kick off the long-awaited diplomacy update to beta! As well as numerous bug fixes, tweaks, and some new features.
Let us try and be diplomatic about this update and start there :p
When you first set out on your campaign run, and pop into map view you will see a timer.
This timer will be running after each council meeting where you will decide who to go to war with or make peace with for the duration shown in this UI “until the next campaign season starts in X hours”. Each option lists out the changes in the relationship with the factions and all the options will be random each time while keeping in mind that the stronger you get the more factions you will be at war with! In this screenie, we can see that we can have total peace for 2 hours at the cost of 3,752 commodities.
Some options will have rewards like the second example below, we can go to war with the DWG, have peace with all the other factions, and have a sweet little reward in commodities. Commodity rewards/costs are affected by the difficulty level that you select.
You will also see a mini-map showing you the territory where the factions are. In this case, it’s showing us our location in yellow and the DWG territory. So remember that with more enemies and fewer allies you will get more commodities and with higher difficulties, you will get fewer commodities.
The AI is also undergoing another upgrade too, such that allied factions will be working together and better grouping.
You will also be able to have a secret meeting as your fleets will trigger a ‘secret emergency meeting’ when they stay near allied/neutral resource zones, or inside non-border tiles of neutral factions, for more than 120 seconds. In a ‘secret emergency meeting’, the offended nation and all their allies declare war against the player’s faction.
On to a frequently requested feature is better feet to make mechs without the need for thrusters to assist, and we are happy to say YES! However in this current beta they are still being worked on! So remember Clampy Feet = WIP.
We have also added new features to decorations that allow you to hide the block that the tether is created on. Let’s say you had a fancy pipe decoration, and you also set its color within the decoration UI which is also a new feature. However, it’s being covered by the block that it’s tethered to, as you can see in the first screenie.
Simply click “Hide original mesh” and poof that nasty block that was covering your beautiful spam of decorations is now gone, but not really gone as its collision mesh is still there and will ofc take damage, die, and fall off. We can also turn off that noisy wireframe too which is another sweet addition brought to you by our ever awesome Weng! (but it was all my idea I swear!)
The V menu / Construct information UI has had a few tweaks, and as you can see we can now swap block types. Select which material you want to change from EG Alloys with a specific color or “Any color” which would select all Alloy blocks and change them to all metal if you wish.
Changelog
Additions
AI
Add ‘maximum hull CoM shift before switching side’ parameter for Broadside 2.0 behavior. Useful for spreading damage evenly on both sides of the hull.
Add ‘minimum firepower fraction before switching side’ parameter for Broadside 2.0 behaviour. Useful for vehicles that heavily depend on side weapons.
Armor refit
New tab on the V menu: ‘Armor refit’. Changes all armor blocks from a specific material and color (or any color) to another material and color (or keeps the color)
Blocks
Added 2m,3m and 4m surge protector beams. These have adjusted values for the EMP test mentioned elsewhere in the notes.
Breadboard
Breadboard modules for reading/writing to custom axes added
Campaign
Added a mini-map to the diplomacy screen so you get an idea of where the different factions are before choosing your wars
Fleets are now teleported to the nearest non-hostile territory if the faction they are located in become hostile to the fleet’s owner, after a diplomacy council meeting
Markers on the campaign map to show who you are at war or allied with and where they are based
Player’s fleets now trigger a ‘secret emergency meeting’ when they stay near allied/neutral resource zones, or inside non-border tiles of neutral factions, for more than 120 seconds. In a ‘secret emergency meeting’, the offended nation and all their allies declare war against the player’s faction.
Clamp foot
Added a clampy foot which is an advanced form of the sticky foot
Control
[FTD-679] Add bindings profile which allows changing input bindings on the fly to accommodate different situations with a limited number of available bindings. For example, you may want to have a profile for 3rd person camera where the controller left stick is used for camera movement and another profile for aircraft where the left stick is used for pitch and roll.
[FTD-679] Change key binding system to support analog bindings, multiple bindings per action, and arbitrary key combinations.
[FTD-679] Support for controller input.
Decorations
Display the name of the current mesh in mimic and decoration UI.
Option to hide the mesh of the block that a decoration is tethered to.
Laser warners
‘Apply to all’ button in laser warner UI.
Lua
Added _VERSION global constant to get the Lua language version
Lua commands for reading and writing to custom axes added
Power Priority
Power creators and users are now grouped by name. Each group is collapsed by default to avoid performance issues.
Separator
Added an option to the separator block to not separate unless the blocks it is separating are all repaired. Intended for use with ACBs
Added an option to the separator to, instead of separating any block attached to it, only separate attached blocks that are in front of the separator block. In this mode, the separated vehicle is allowed to be connected to the main vehicle in other places
Steam
Valves got a new option to disable pressure control. Makes the valve ignore breaches and pressure ranges, so one-off open/close commands from ACBs stick
UI
New buttons in V menu: ‘Remove decorations’ and ‘Remove subconstructs’
Changes
ACB
It is now possible to detect an object up to 5000m in front of the ACB [BUGS-3315]
Campaign
AI controlled factions that are allied will now work together to capture board sections from their enemies
AI won’t try to capture board sections that are far away as often
Changed AI intercepting of enemy fleets to have much better grouping and better logic in general
Changed how the AI goes about capturing board sections. It should now group better and not send weak individual vehicles to the player very often
Changed movement of AI fleets to be more smooth when following other fleets
It is now possible to capture board sections that don’t border your own board sections but that do border a board section of an ally. After capturing the board section, it is given to that ally
Limited how much forces the AI will stack to attack a single board section
CJE
Custom jet generator power/thrust up from 0.05 to 0.055
Decorations
Choose the color from a list of previews instead of using a slider.
Improved the mesh search function to be much faster
Ducts
Drag for 1×1, 3×3, 5×5 and 7×7 ducts up from 0.05 (4m wedge equivalent) to 0.4 (1m slope equivalent). They still don’t need clearance
EMP
As a test EMP has been adjusted by adjusting all materials and their values, the main change being HA no longer acts as a giant EMP sink and some materials don’t outright block EMP anymore. Feedback for this should be via the betatest feedback channel in discord. THIS IS JUST A TEST AND CAN BE REVERTED.
Fuel engines
Base power/material up from 500 to 520
Models for fuel parts have changed. Purely a visual change, this fixes issues with the old models and textures.
Loading
Faster loading of details in the blueprint browser.
Missile
Connectors and IIF blocks and ejectors now use the missile controller’s Q menu
Ejector addons and Lua transceivers now use the missile launcher’s Q menu
Missile harpoon and sticky flare attachment is more reliable
Missile winch max power up from 5000 to 24000
Allow selecting nose component on missiles with length of 1 or 2.
Separator
Removed the 2 second delay before a newly placed weapon can fire if the weapon is placed by a separator block
Separators have an 0.1s cooldown between separating and attaching
The separate ACB action has a 1s cooldown
Steam
Steam crank motor default RPM ratio up to 2
Steam stat page tracks steam jet thrust and material use
Visuals
Increase maximum low LOD distance from 1 km to 5 km.
Fixes
BUGS
BUGS-3348 Manoeuvre Hover no longer says ‘strafe is necessary’ when it is already ticked as being present
BUGS-2951 Fixed CRAM packing steps being 1 frame off
BUGS-3082 Updated HESH AP tooltip in the ammo customizer UI
BUGS-3105 Fixed steam valve tooltip reporting 10 pressure when attached to some empty pipe sections
BUGS-3236 Ducts now handle steam pipes the same way they do fuel exhausts
BUGS-3330 Fixed various ACB related bugs with separators
BUGS-3334 Increased separator block vehicle name field length to 100 characters
BUGS-3338 Fixed a problem causing a blank screen on avatar death
BUGS-3340 Fixed steam stat page displaying wrong values if multiple boilers were connected to turbines without pipes
BUGS-3355 Added a failsafe to make sure missiles never get stuck in the gantry at high speeds
BUGS-3356 Valve tooltip pressures improved when turbines are the highest pressure consumers in the pipe network attached to the given valve
BUGS-3358 Fixed a problem with steam valves attached to exhausted pipe sections without a boiler/tank
BUGS-3365 Fixed steam hull pipes acting as 6-way pipes
BUGS-3370 Fixed secondary torpedo propellers without primary propulsion breaking the missile stat page
BUGS-3242 Fixed an exception that could pop up in some situations
Camera
Fixed scroll wheel zoom not working with wireless camera.
Campaign
Fixed a bug where the AI would get stuck trying to do something it couldn’t do
Fixed all AI fleets stacking on top of each other when following a fleet
Fixed some cases where AI fleets would move out before all fleets where grouped up correctly
Fixed some cases where the AI would fail grouping when trying to capture a board section
Fixed some issues with AI trying to move fleets above their maximum altitude
Fixed various small issues with the AI, mostly related to path finding
CRAM
CRAM packers and pellets were set to have 20 detection signatures instead of 3. This is now fixed.
Docking station
Fixed vehicles still being marked as ‘taken’ after the docking station that had taken them has been deleted
The 1m docking station was using the 2m mesh. This is now fixed.
Drag
Fixed asymmetric clearance requirement on 1-4m, front and back wedge structural blocks
Fixed top clearance requirement for 1-4m, front and back wedge structural blocks (they had it set up wrong, leading to inconsistent behavior)
Drills
Resting drill bits no longer cause insane amounts of damage.
Editor
Resource zone starting material now editable in the editor.
Performance
Much faster loading of vehicle information UI with large vehicles.
Power priority
Fix power priority not getting saved for multipurpose lasers and simple drills.
Separator
Fixed advanced cannon ammo clips not keeping their shells after being separated from or attached to a vehicle
Fixed advanced cannon ammo intakes losing their ammo controller selection after being separated from or attached to a vehicle
Fixed blocks getting back all their hp after being separated from or attached to a vehicle
Fixed CRAM cannons resetting their reloading state after being separated from or attached to a vehicle
Fixed docking stations losing their target when separated from or attached to a vehicle
Fixed laser cavities losing their stored energy after being separated from or attached to a vehicle
Fixed missiles instantly reloading after being separator from or attached to a vehicle
Fixed PACs resetting their reloading state after being separated from or attached to a vehicle
Fixed simple weapons losing their ammo controller selection after being separated from or attached to a vehicle
Fixed simple weapons losing their shells and then instantly reloading after being separated from or attached to a vehicle
Fixed typo in the description and name. Removed 3m separators from build menu for now
Steam
Improved steam distribution for multiple boilers feeding into the same L pistons from both sides
M and L turbines are now functional with only 1 body element (for aesthetics, stats are bad)
Undo/Redo
Undo/redo for decorations placed using prefab.
Visuals
Stop AI path visualization from blocking mouse clicks in inventory.
Weapons
Fix bug that blocks a weapon from firing when it’s set to synchronize with itself.
Before we get into all the goodies, I feel that I need to share the following.
As most of you probably know by now that Nick’s daughter is seriously ill, which is why there has been such a long gap between updates and I am sure you would agree that family comes first. So far the news has been positive and treatment is underway.
With that out the way let us spring into action and go over this update, as we have some new additions such as a suspension spring mesh for our wheels (visual only), and before you roll off your seats with excitement we also have anti-roll bars for our land constructs!
Note that the center attachment point of the wheels is in line with the roll bar.
If this has not got you all hot and steamy, yes you guessed the next poor pun is about steam fixes and tweaks xD
So before you decide to separate my hands from my keyboard, we now have the separation block! xD Which is truly awesome yet needs some explaining for the current beta.
At the moment we have 1×1 separation blocks and you will need to set a few parameters before attaching the drone as the options you choose will be saved to the drone that is attached, and any future changes you would need to detach the drone first before they take effect.
Before we get into the settings we “should / could” use a docking station on the mothership per drone. This will help us align the drone’s attachment block to the mothership’s attachment block, and let’s not forget that most motherships may be on the move which is why the docking station would be needed, as the separation block currently only has a 10m range. We also need to ensure that the attachment blocks are not surrounded by other blocks (for now) and we may also need an origin block on the drone as the docking station pulls from the center of mass of the drone, so by installing an origin block the dock will use that as its center point. The origin block can be placed anywhere deep inside the hull, just make sure that it’s inline and behind the attachment (red blocks in pic).
Firstly decide if you want your drone to use its propulsion while attached. You will also need to state whether you want this to be rebuilt once detached or not, this gives you the option to rebuild the “missing” blocks from the mothership allowing you to keep spawning multiple copies of the drone, which will be built by Rambot or repair drones, not tentacles. We also suggest giving the drone a name in the Vehicle settings of the separator control UI.
Some things to note:
Attaching a drone to the mothership be it fort or vehicle, the drone will inherit the paint job of the mothership until detached.
Building an air/land vehicle drone attached to a fort would need to be built separatly as you will not have access to the air items/land items. However repair drones will repair any lost air/land blocks while attached to the fort.
For now do not build around the attachment blocks, leave them petruding from both mothership and drone, as shown in the screenshot above.
Remember to set the AI prioritisation in the AI tab, as only the AI(s) with the highest priority will try to control the vehicle.
We have also updated and basically redone the CIWS system, and before you panic, any old values from your previous constructs will be transferred to the new system.
The new system works with weights if a projectile is within a weight range that you specify or not within “Main ruleset”, we can also set weights for the target that is firing those nasty projectiles at your construct from the “Locked target ruleset”. However, I think the most epic part is that you can now visually see what your CIWS is prioritising from your settings.
The red circles mean they are the highest prioritised missiles, while grey is ignored, green has the lowest weight. Other projectiles have colors in-between showing their relative weight. The red line is the currently targeted projectile.
We have also integrated a mod from the Steam workshop by Cappycot, which tweaks up the cinematic camera and a few other things. This is still a WIP so more additions and tweaks are on the way, therefore everything can be subject to change.
Currently, it:
Alters the Caps Lock camera behavior so that it doesn’t lag behind the vehicle of focus.
Adds a mouse smoothing effect to the Caps Lock camera.
Alters the top-down tactical map camera behavior so it follows vehicles you double-click on properly.
Removes the annoying splash sound when the camera submerges unless you are in first person.
We are also in the process of updating some textures at the moment, such as the AI blocks and fuel engine are WIP textures in this beta.
Changelog
Additions
AI
Added a priority slider to the AI mainframe. On a vehicle, only the AI(s) with the highest priority will try to control the vehicle
APS
Added missing numbers for autoloaders, clips and recoil absorbers. 3,5,7 where applicable.
Some values for cost and weight were marginally incorrect in autoloaders and clips, they have been fixed.
Attachment Point
Added an attachment point block which combined with a separator block can attach a vehicle to another vehicles, turning them into one vehicle
Blocks
Anti-roll bar added to the ‘Land’ tab
Build marker
Transparency added to the build marker. The transparency level can be configured in the options.
Build mode
[FTD-673] Press T to place cursor as decoration. It creates a decoration on the nearest block with the current item mesh, position, rotation and color. Works with Undo/Redo.
[FTD-679] Customizable build cursor speed.
[FTD-679] It is now possible to double tap Space/Alt to move faster vertically.
Camera
Integration of the mod ‘Film the Depths’ which improves camera movement and removes the splash sound when the camera is entering the water when not in first person
Option to draw hole on water only when the camera is inside a pumped space. Enabled by default. Don’t forget to enable the visual effect in vehicle settings as well!
CIWS
[FTD-677] CIWS controller can now control any type of weapon, including fixed weapons.
[FTD-677] CIWS controller now uses customizable lists of rules to determine the weight of targets and which targets should be ignored. Every rule has a rule type, an input type, an input range, and weight scale if applicable. Old AMCC parameters are converted to a set of rules that have nearly the same behavior.
[FTD-677] CIWS controller UI now visualizes the weight of targets on screen, and indicates the current target and ignored targets.
[FTD-677] Idle aim modes for CIWS controller (none, aim at enemy, or keep weapon direction).
[FTD-677] Option to take target acceleration into account in CIWS controller.
All-in-one CIWS controller block with built-in failsafe and wireless receiver.
Decorations
Option (in Build Options) to hide the moving dash line when hovering cursor over a mimic or a decoration.
Lua
Added coroutine.yield, setmetatable and getmetatable
LWC
All-in-one local weapon controller block with built-in failsafe and wireless receiver.
Missiles
[FTD-677] Missile interceptors can now prioritise the target of the CIWS controller when it was fired.
[FTD-677] Missiles now deal kinetic damage to enemy missiles during collision.
Modding
Modding manual added (you can access it in the ‘Content’ tab, under the mod creation button)
Separator
Added a separator block that can be used to decouple part of a vehicle into a separate new vehicle or to reattach a decoupled vehicle back. See Jon’s patch notes for details of the function.
UI
New button in APS ammo customizer: changes every part in the shell to match the one last placed, between the position of the last change and the head
New button in APS ammo customizer: duplicates the part that was last changed, moving 1 step towards the head every click
New button in APS ammo customizer: fixes invalid shells by moving casings in front to the back of the shell and changing other invalid parts to the most common warhead in the shell
Right clicking a component slot in the missile editor now copies the last changed component into that slot
Changes
Blocks
All components can now be placed on subobjects with the exception of a few such as refineries.
CIWS
[FTD-677] CIWS controller now uses the same weapon discovery and priority logic as LWC.
[FTD-677] Renamed AMCC (anti missile cannon controller) to CIWS controller.
Impact
Harpoon missiles now do not do impact damage (cable connection is more reliable)
Lasers
Cavity block cost down from 60 to 50 materials for each cell occupied
Cavity lines lose their charge when blocks belonging to them get destroyed/removed
Every 10000 laser energy storage capacity now counts as a single pump for AP calculations
Space
A new visualisation of the space backdrop has been added
SpinBlock
Spinblock now has the same AC as a 1m turret.
Wheels
Wheel connectors now connect on the side relevant to their position e.g A left wheel connects on the right. They also now connect Up
Wheels suspensions is now using a spring (it’s only a visual change)
Fixes
BUGS-3176
Fixed breadboard maths evaluator not handling input from new components correctly
BUGS-3233
Fixed error on loading AI state
Drag
Fixed asymmetric clearance requirement on 1-4m, front and back wedge structural blocks
Duct
Fixed error with HP value of an alloy duct
Explosions
Contaiment for explosions is now working as intended, which will increase the damage at the center of the explosion, and also in contained space (it should improve APHE shells efficiency) [BUGS-3285]
Glass
All effects now visible through glass.
Impact
Fixed a problem causing missile impact damage to be too high after a coordinate origin shift
Localisation
Lots of localisation tweaks for the upcoming Chinese and Russian translated version of FtD.
Lua
Fixed incorrect error handling inside coroutines
Missile
Fixed missile laser emitters hitting themselves when the construct is moving backwards (green-red flickering is gone)
Steam
Improved steam distribution for boilers with multiple outputs and some setups with circular valves
Visuals
Fix decoration mesh contour so that it no longer lags behind when the vehicle is moving.
Wheels
Fixed an issue that caused fully compressed suspension force to be off at different time scales (causing too much jumping or sinking too low)
Which way the ‘Axle length extension’ slider moves the wheel now only depends on the block’s orientation (the side of the vehicle the wheel is on doesn’t matter anymore)
As the only new addition to Stable from 3.2.9 Beta, is that you now must use Breadboard to control your constructs as we removed the AI behaviour and manoeuvre cards, nothing else has changed from Beta to Stable.
So the following notes are a copypasta from Beta.
In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features. In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes. We also go talk about some news at Brilliant skies for the next month or so.
- A troubleshooter has been added for the AI that will provide feedback if your AI does not match the capabilities of your vehicle - Naval and land AI now properly uses the yaw controller during reversing. - Naval and land AI now uses forward/backward controller during idling to bring speed to 0 m/s. - Point at behaviour will make ‘reverse’ paths (sea/land) cheap (if reversing enabled) if we are too close to our target and pointing at them. - The path view for AI has been upgraded to show how the waypoints are adjusted by the various stages of the AI. The markers, if you mouse over them, will show tooltips.
Blocks
- Spin blocks have an option to reverse the angle controller value when moving backwards. Useful for large rudders on spin blocks.
Damage
- Added damage logging system (enable from vehicle V menu). It shows kinetic, HE, HEAT, HESH and fragment damage markers and explanations for each projectile/missile that hits the vehicle. Useful for debugging.
Missiles
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it is currently facing. - [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it was launched. - Added small and large reverse launchers.
Wheels
- Added a reset to default button for wheel configuration tab
Changes
AI
- Airplane movement idle distance is now unified with the wander distance mechanic, creating a circular wander for the out of combat vehicle. - All AI interfaces have been tidied up and now feature a full description of what the behaviour/manoeuvre does
Air Ducts
- Previous change reverted. All single air duct blocks have now had their HP value halved. 3×3 and larger lose 1/4 HP and weight. This puts them in their intended role.
Applique
- Applique armour can now create air gaps when hit centrally (the path of the projectile through the mesh is modelled). This means HEAT fragments and HESH spalling will be released from it. - Applique armour does not get directly damaged by HEAT jet penetration - Applique armour is structural for the purpose of HESH, increasing the AP of the spalling that will come from it (either released into it’s own air gap, or passing down the sides of the armour panels).
APS
- All fragmentation warheads are now forced to share cone angle and offset values, as these were always averaged across the warheads anyway - Shells without a pen fuse and using heavy, AP or sabot head will not explode on contact. They only trigger when they run out of kinetic damage - The APS ammo customisation UI has been updated to the new format - There is now a drop down in the ammo customisation UI to select the gauge of your weapons, and gauges that will fill the various clip sizes
Blocks
- Aileron and tailplane now use the absolute velocity of the vehicle, so they work the as expected when moving in reverse. - Hydrofoil, by default, will now work in reverse the same as it works in forward - Rudder, by default, will now work in reverse the same as it works in forward - The vehicle blueprint spawner can now spawn up to 100 vehicles instead of 10, and if you choose the max value there will be no limitation to the number of spawned vehicles
Ducts
- Ducts no longer absorb HEAT damage. They are treated like ‘structural blocks’ for the purposes of HEAT.
ERA
- ERA no longer explodes below 50% health. ERA also no longer actually kills projectiles near it when it dies. - ERA rewrote. Projectiles (other than CRAM) have their explosions triggered by touching an ERA. An ERA-triggered explosion has 20% HE/FLAK damage/radius, 20% HESH thump damage, and 180° fragment release angle. The first HEAT jet or HESH implantation to interact with the ERA panel will be stopped in its tracks (HESH must be implanted onto ERA for there to be an effect). Kinetic hollow point damage will not take place if the shell explodes. Kinetic/hollow point damage of a kinetic shell that has not exploded at this point is reduced by 2500 to a minimum of 100 (this includes CRAM). EMP and smoke effects happen as usual.
Missile
- Huge missile efficiency and health modifiers down by 20% - [BUGS-2209] Beam riders now have the option of following other missile lasers on the vehicle, not just those attached to their controller. - [BUGS-2209] Laser designator receivers now output a velocity value to allow APN and TPG guidance to improve the chance of hitting a moving designated target. If you don’t want this function just remove the APN and TPG from the missile. - The missile editing UI now uses drop-down menus instead of incremental sliders, where appropriate.
Fixes
AI
- [BUGS-3121] Empty manoeuvre UI now shows the wander distance, order complete distance and Use Velocity Instead of Forward toggle (which has now been changed to a default of ‘off). - [BUGS-3129] Failsafes now have a default range of 500m for self-checks. Anything that was the old default of 50m will become 500m. - Look ahead distance for six-axis now only takes effect as we approach a final waypoint. This fixes issues using it in conjunction with sea surface pathfinding.
APS
- [BUGS-3135] Elevation mantlet is now able to fire at 100° elevation (previously this would be evaluated as a 180° azimuth angle and dis-allowed) - If you place a secondary HEAT warhead on the nose cone it will now work - The HE special factor slider is now only shown for HE warheads where it is actually used
Blocks
- [BUGS-3124] Slope transition pieces now all have the same convex ‘seam’ across their top surface. - Mention of reinforcement bonus in the description was wrong on 2m,3m and 4m beams. This has been removed.
Breadboard
- [BUGS-2255] Drive setter component no longer sets drives where no input wire is attached
Building
- [BUGS-2243] Issue with build marker being rotated long after command was made - [BUGS-2971] it’s no longer possible to place a fortress at an odd angle
Campaign
- [BUGS-3119] Blockade battle start timers now tick down based on the game speed
CJE hull
- Hull parts have had their descriptions corrected and the cost reduced to +10 over standard parts.
ERA
- ERA is no longer marked as a structural component, and a HESH shockwave hitting a distant ERA panel will damage it like any other nonstructural block.
Exhaust
- [BUGS-2928] Hull exhaust pipes no longer connect to cylinders in directions that they should not
Fleets
- [BUGS-3117] out-of-play fleet vibration fixed Graphics - [BUGS-3089] Some minor issues with cut away views fixed
HEAT & HESH
- Multi-threading issues fixed in HEAT and hesh that stopped them releasing fragments on the first non-structural block they killed
Misc
- Multiple typos of the word manoeuvre fixed.
Missiles
- [BUGS-2173] Issues with sea skimming default guidance and APN fixed.. APN and target prediction guidance no longer run when the ‘target’ is a default manoeuvre (such as sea skimming) (or when the target has a dummy velocity value of 0 (e.g beam rider aim points)). - [BUGS-2209] Designator receiver logic fix for lasers that control ‘Missiles on this team’. Should all work as expected now. - [BUGS-3112] GPP use of remote guidance is no longer double counted when several LWCs are controlling a missile controller. - [BUGS-3131] Missiles will no longer change their rotation when in contact with colliders and are no longer super bouncy. This stops them from clipping through their launching vehicle.
Multiplayer
- [BUGS-2956] fixed a number of multiplayer issues with pistons - [BUGS-3110] issue with undo of block removal fixed for multiplayer clients
Muzzle Brake
- The description mentioned a reduction in speed. This is incorrect and has been removed.
Particles
- All particle systems will now use the ‘Particles factor’ and ‘Auto-regulation’ performance options
PID
- [BUGS-2938] Fake set point for altitude in AI hover controller now goes from -1000 to +3000 (as per GP PID)
Repairing
- [BUGS-2912] Fixed an issue with large turrets not repairing on specific vehicles
Sails
- [BUGS-2942] Wind speed was not properly taken into account for the useful component of force on a sail (sailboats faster now). The weather vane now shows wind speed as well.
Shields
- [BUGS-3111] Shield reflections causing explosions of inertially fused shells to happen at local coord [0,0,0] fixed
Steam
- [BUGS-2815] Idle steam turbine tooltips show correct kinetic energy values - [BUGS-2943] Steam jet particles now come from the correct place when placed on a sub construct - Smoke leaking from 4m pipes will now exit at the correct location
Turrets
- [BUGS-3101] turrets and spinners now check overlaps at integer degree steps (1°,2°,etc) to avoid some turrets managing to rotate when they shouldn’t, and becoming very unpredictable.
UI
- [BUGS-3087] drive slider in propeller (and other) UIs no longer disappears after visiting stats tab
Video
- [BUGS-2880] Youtube videos are working again
Weapons
- [BUGS-3116] Fixed a recursion issue in synched weapons when they are synched with each other and dead
Removed
AI
- Tank broadside behaviour no longer selectable. It’s the same as naval broadside behaviour (now called Broadside 2.0) so use that instead.
Just in case, the Breadboard thing is an April fools joke…
In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features. In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes. We also go talk about some news at Brilliant skies for the next month or so.
- A troubleshooter has been added for the AI that will provide feedback if your AI does not match the capabilities of your vehicle - Naval and land AI now properly uses the yaw controller during reversing. - Naval and land AI now uses forward/backward controller during idling to bring speed to 0 m/s. - Point at behaviour will make ‘reverse’ paths (sea/land) cheap (if reversing enabled) if we are too close to our target and pointing at them. - The path view for AI has been upgraded to show how the waypoints are adjusted by the various stages of the AI. The markers, if you mouse over them, will show tooltips.
Blocks
- Spin blocks have an option to reverse the angle controller value when moving backwards. Useful for large rudders on spin blocks.
Damage
- Added damage logging system (enable from vehicle V menu). It shows kinetic, HE, HEAT, HESH and fragment damage markers and explanations for each projectile/missile that hits the vehicle. Useful for debugging.
Missiles
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it is currently facing. - [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it was launched. - Added small and large reverse launchers.
Wheels
- Added a reset to default button for wheel configuration tab
Changes
AI
- Airplane movement idle distance is now unified with the wander distance mechanic, creating a circular wander for the out of combat vehicle. - All AI interfaces have been tidied up and now feature a full description of what the behaviour/manoeuvre does
Air Ducts
- Previous change reverted. All single air duct blocks have now had their HP value halved. 3×3 and larger lose 1/4 HP and weight. This puts them in their intended role.
Applique
- Applique armour can now create air gaps when hit centrally (the path of the projectile through the mesh is modelled). This means HEAT fragments and HESH spalling will be released from it. - Applique armour does not get directly damaged by HEAT jet penetration - Applique armour is structural for the purpose of HESH, increasing the AP of the spalling that will come from it (either released into it’s own air gap, or passing down the sides of the armour panels).
APS
- All fragmentation warheads are now forced to share cone angle and offset values, as these were always averaged across the warheads anyway - Shells without a pen fuse and using heavy, AP or sabot head will not explode on contact. They only trigger when they run out of kinetic damage - The APS ammo customisation UI has been updated to the new format - There is now a drop down in the ammo customisation UI to select the gauge of your weapons, and gauges that will fill the various clip sizes
Blocks
- Aileron and tailplane now use the absolute velocity of the vehicle, so they work the as expected when moving in reverse. - Hydrofoil, by default, will now work in reverse the same as it works in forward - Rudder, by default, will now work in reverse the same as it works in forward - The vehicle blueprint spawner can now spawn up to 100 vehicles instead of 10, and if you choose the max value there will be no limitation to the number of spawned vehicles
Ducts
- Ducts no longer absorb HEAT damage. They are treated like ‘structural blocks’ for the purposes of HEAT.
ERA
- ERA no longer explodes below 50% health. ERA also no longer actually kills projectiles near it when it dies. - ERA rewrote. Projectiles (other than CRAM) have their explosions triggered by touching an ERA. An ERA-triggered explosion has 20% HE/FLAK damage/radius, 20% HESH thump damage, and 180° fragment release angle. The first HEAT jet or HESH implantation to interact with the ERA panel will be stopped in its tracks (HESH must be implanted onto ERA for there to be an effect). Kinetic hollow point damage will not take place if the shell explodes. Kinetic/hollow point damage of a kinetic shell that has not exploded at this point is reduced by 2500 to a minimum of 100 (this includes CRAM). EMP and smoke effects happen as usual.
Missile
- Huge missile efficiency and health modifiers down by 20% - [BUGS-2209] Beam riders now have the option of following other missile lasers on the vehicle, not just those attached to their controller. - [BUGS-2209] Laser designator receivers now output a velocity value to allow APN and TPG guidance to improve the chance of hitting a moving designated target. If you don’t want this function just remove the APN and TPG from the missile. - The missile editing UI now uses drop-down menus instead of incremental sliders, where appropriate.
Fixes
AI
- [BUGS-3121] Empty manoeuvre UI now shows the wander distance, order complete distance and Use Velocity Instead of Forward toggle (which has now been changed to a default of ‘off). - [BUGS-3129] Failsafes now have a default range of 500m for self-checks. Anything that was the old default of 50m will become 500m. - Look ahead distance for six-axis now only takes effect as we approach a final waypoint. This fixes issues using it in conjunction with sea surface pathfinding.
APS
- [BUGS-3135] Elevation mantlet is now able to fire at 100° elevation (previously this would be evaluated as a 180° azimuth angle and dis-allowed) - If you place a secondary HEAT warhead on the nose cone it will now work - The HE special factor slider is now only shown for HE warheads where it is actually used
Blocks
- [BUGS-3124] Slope transition pieces now all have the same convex ‘seam’ across their top surface. - Mention of reinforcement bonus in the description was wrong on 2m,3m and 4m beams. This has been removed.
Breadboard
- [BUGS-2255] Drive setter component no longer sets drives where no input wire is attached
Building
- [BUGS-2243] Issue with build marker being rotated long after command was made - [BUGS-2971] it’s no longer possible to place a fortress at an odd angle
Campaign
- [BUGS-3119] Blockade battle start timers now tick down based on the game speed
CJE hull
- Hull parts have had their descriptions corrected and the cost reduced to +10 over standard parts.
ERA
- ERA is no longer marked as a structural component, and a HESH shockwave hitting a distant ERA panel will damage it like any other nonstructural block.
Exhaust
- [BUGS-2928] Hull exhaust pipes no longer connect to cylinders in directions that they should not
Fleets
- [BUGS-3117] out-of-play fleet vibration fixed Graphics - [BUGS-3089] Some minor issues with cut away views fixed
HEAT & HESH
- Multi-threading issues fixed in HEAT and hesh that stopped them releasing fragments on the first non-structural block they killed
Misc
- Multiple typos of the word manoeuvre fixed.
Missiles
- [BUGS-2173] Issues with sea skimming default guidance and APN fixed.. APN and target prediction guidance no longer run when the ‘target’ is a default manoeuvre (such as sea skimming) (or when the target has a dummy velocity value of 0 (e.g beam rider aim points)). - [BUGS-2209] Designator receiver logic fix for lasers that control ‘Missiles on this team’. Should all work as expected now. - [BUGS-3112] GPP use of remote guidance is no longer double counted when several LWCs are controlling a missile controller. - [BUGS-3131] Missiles will no longer change their rotation when in contact with colliders and are no longer super bouncy. This stops them from clipping through their launching vehicle.
Multiplayer
- [BUGS-2956] fixed a number of multiplayer issues with pistons - [BUGS-3110] issue with undo of block removal fixed for multiplayer clients
Muzzle Brake
- The description mentioned a reduction in speed. This is incorrect and has been removed.
Particles
- All particle systems will now use the ‘Particles factor’ and ‘Auto-regulation’ performance options
PID
- [BUGS-2938] Fake set point for altitude in AI hover controller now goes from -1000 to +3000 (as per GP PID)
Repairing
- [BUGS-2912] Fixed an issue with large turrets not repairing on specific vehicles
Sails
- [BUGS-2942] Wind speed was not properly taken into account for the useful component of force on a sail (sailboats faster now). The weather vane now shows wind speed as well.
Shields
- [BUGS-3111] Shield reflections causing explosions of inertially fused shells to happen at local coord [0,0,0] fixed
Steam
- [BUGS-2815] Idle steam turbine tooltips show correct kinetic energy values - [BUGS-2943] Steam jet particles now come from the correct place when placed on a sub construct - Smoke leaking from 4m pipes will now exit at the correct location
Turrets
- [BUGS-3101] turrets and spinners now check overlaps at integer degree steps (1°,2°,etc) to avoid some turrets managing to rotate when they shouldn’t, and becoming very unpredictable.
UI
- [BUGS-3087] drive slider in propeller (and other) UIs no longer disappears after visiting stats tab
Video
- [BUGS-2880] Youtube videos are working again
Weapons
- [BUGS-3116] Fixed a recursion issue in synched weapons when they are synched with each other and dead
Removed
AI
- Tank broadside behaviour no longer selectable. It’s the same as naval broadside behaviour (now called Broadside 2.0) so use that instead.
HP and weight values have been halved have for parts of the duct that have less armour visible. 3x3 has a 1 block adjustment, 5x5 has a 5 block adjustment, 7x7 has a 24 block adjustment.
Fixes
Ducts
Heavy armour HP values were wrong, these were corrected.
Multiplayer
Fixed issue with infinite materials in multiplayer designer overflowing to -materials on the client
Hey Depthians! We had reports about missiles not despawning properly which needed to be squashed asap and therefore, you have some more bugfixes xD
Changelog
Fixes
Blocks
16 pounder cannon now has a sound effect when firing
Laser Warner
[BUGS-252] laser warner now explains that it only deploys smoke on the same level of the construct as itself (hull,turret,spinner) and the ACB ‘Laser attack’ condition now checks for attacks on the level of the construct that the ACB is on.
Modding
Sound pitch and distance in the modding menu now have a suitable number of decimal places
Multiplayer
[BUGS-3094] added ‘Destroy All Vehicles’ and ‘Destroy Enemy Vehicles’ options to multiplayer designer
[BUGS-3094] Blueprint spawned automated spawns should now work regardless of the source of the blueprint you (or the enemy faction motherships) are trying to spawn
BUGS-3094] Infinite resources now in the multiplayer designer, for all teams
Regression
Missiles did not disappear after a call to destroy all vehicles
UI
Fixed display of ‘events’ (would not properly display the text paragraphs due to localisation issue)
Fixed Steam stats UI issue where ‘interval’ was displayed instead of the actual interval in seconds. Localisation issue.