A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes. If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date. Glao has started actually being updated, thanks strider for managing that and to the builders! Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it. On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of. There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes!
Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m.
Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Adventure, Spawning now happens every 10 minutes as well as the other spawn types. Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly) Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km Map editor, Removed unused HQ settings from the map editor
Fix Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Decorations, The decoration widget position and scale values are now rounded to 5 decimal places Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50% Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100]
I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards.
Campaign blueprints:
[Neter] Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version. Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing. Loggerhead (DWG): Paint/deco updates. Wanda (DWG): Deco updates. Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added. Airship Gantry has been given the Hoplite to possibly spawn as well. Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out. Abactor (DWG): Prowler (DWG): Retired from campaign and adventure. Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions. SmokerSM (DWG): See above. Tortuga (DWG): Moved to expert difficulty. Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions. Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality. Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected. Defender Turret (TG): Redesigned, retains similar functionality. - As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure. - More, if not all cargo craft have had their spawn rate removed in Adventure. Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.
Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes.
The Repentance (WF): Deco missiles, slight optimization. Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament.
Thresher Shark (SS): No design changes, fixed some typos in its lore. Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue.
Impedance (LH): Fixed up-props not working.
Astraeus (SD): Miscellaneous fixes and slight shape improvements. Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone. Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little.
[AotE] Sand Viper (DWG): Fixed missing armor, added missing paint. Black Mamba (DWG): Increased difficulty for Adventure.
Cataphract (WF): Completely redesigned. Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament.
Bombard (OW): Redesigned and refit to standards. Oxen: Complete overhaul to get it up-to-date.
Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes. Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance!
[Glao] Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker. Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control.
Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles.
Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret. Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon. Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon. Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret. - "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets. - At a later time the stationary turrets will be spread out to defend RZs and map locations as well.
Adventure Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m. Enemies now spawn every 10 minutes in addition to the spawns based on moving around. The 'hunter fleet' spawns based on sitting still for too long have been disabled.
Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed
(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build)
Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes
Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Adventure, Spawning now happens every 10 minutes. (There'll be a block added soon that you can interact with to spawn more enemies when you like.)
Fix Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build)
Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes
Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI
Fix Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
Stable build 3.6.1 is here. A lot of bug fixes and a few major items.
Land Adventure mode is here! You can now take to the hills in Ashes of the Empire in a land adventure mode. If you've never been in ashes before you can find the planet in the content menu. Just click on it. To help with this there have been a load of land based bugs fixed and the addition of the articulated chair. This chair eliminates camera roll and pitch and can be fine tuned by press Q on it.
Missile decorations are here! Click on the missile decorator in the missiles tab. Place it anywhere, add decorations to it. (Make sure and adjust the number of elements to the size of your missile.) Give it a name. Press Q on a missile launchpad of your choice and select the named decorator to apply it to the missile. Yes this can get extremeley wacky so have fun!
Also in the land of decoration a new widget has been added that can make editing them a bit visually easier. You'll see arrows appear on the 3 axis that you can click and drag. Change mode by right clicking.
Patch Notes Additions: Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire'. Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner. Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string. Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output. Editor, Added effective health to the design inspector in the planet editor. Land, Some improvements to the spawning of terrain to ensure it is present for vehicles. Anime DLC, Intelligence officer Yuka added to SS character anime DLC package. Chairs, Added a self-stabilising chair version that can stabilise roll and pitch. Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath them. Decorations, You can now decorate your missiles using a new 'munition decoration' block in the missiles tab. Decorations, There is now a widget for editing decorations.
Fixes: Anime DLC, Sakura left hand turret holding orientation fixed. Anime DLC, Shaders changed for anime characters so that they are better lit at night. Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases. Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame. Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials. Propulsion, All propulsion block yaw/pitch angle changes are smoothed out (takes 0.25s to go from 0 to max, same as the rate added for ACBs in 3.5.0). Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Canceling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create. Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone. Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines. Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging. Wheels, Fix to vehicles catapulting into the sky (due to first frame wheel forces) when spawned on the terrain. Breadboard, Fix to block to block copy paste for breadboards. Decorations, The lighting of scaled and rotated decorations is now correct (error in the calculation of their normal angles.) Adventure, Old adventure mode saves will now allow the external camera controls, just like new adventures do. Blueprint block search, Now correctly searches through subobject chains as well as the main construct.
Changes: Fuel engines, Power output of all fuel engines increased by ~3.8%. Steam, Added ~8% loss to crank generators.
Stable build 3.6.1 is here. A lot of bug fixes and a few major items.
Land Adventure mode is here! You can now take to the hills in Ashes of the Empire in a land adventure mode. If you've never been in ashes before you can find the planet in the content menu. Just click on it. To help with this there have been a load of land based bugs fixed and the addition of the articulated chair. This chair eliminates camera roll and pitch and can be fine tuned by press Q on it.
Missile decorations are here! Click on the missile decorator in the missiles tab. Place it anywhere, add decorations to it. (Make sure and adjust the number of elements to the size of your missile.) Give it a name. Press Q on a missile launchpad of your choice and select the named decorator to apply it to the missile. Yes this can get extremeley wacky so have fun!
Also in the land of decoration a new widget has been added that can make editing them a bit visually easier. You'll see arrows appear on the 3 axis that you can click and drag. Change mode by right clicking.
Patch Notes
Additions: Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire'. Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner. Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string. Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output. Editor, Added effective health to the design inspector in the planet editor. Land, Some improvements to the spawning of terrain to ensure it is present for vehicles. Anime DLC, Intelligence officer Yuka added to SS character anime DLC package. Chairs, Added a self-stabilising chair version that can stabilise roll and pitch. Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath themChairs, Added a self-stabilising chair version that can stabilise roll and pitch. Decorations, You can now decorate your missiles using a new 'munition decoration' block in the missiles tab. Decorations, There is now a widget for editing decorations.
Fixes: Anime DLC, Sakura left hand turret holding orientation fixed. Anime DLC, Shaders changed for anime characters so that they are better lit at night. Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases. Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame. Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials. Propulsion, All propulsion block yaw/pitch angle changes are smoothed out (takes 0.25s to go from 0 to max, same as the rate added for ACBs in 3.5.0). Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Canceling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create. Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone. Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines. Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging. Wheels, Fix to vehicles catapulting into the sky (due to first frame wheel forces) when spawned on the terrain. Breadboard, Fix to block to block copy paste for breadboards. Decorations, The lighting of scaled and rotated decorations is now correct (error in the calculation of their normal angles.) Adventure, Old adventure mode saves will now allow the external camera controls, just like new adventures do. Blueprint block search, Now correctly searches through subobject chains as well as the main construct.
Changes: Fuel engines, Power output of all fuel engines increased by ~3.8%. Steam, Added ~8% loss to crank generators.
Fix: Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging
Add: Land, Some improvements to the spawning of terrain to ensure it is present for vehicles Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath them
Change: Fuel engines, Power output of all fuel engines increased by ~3.8% Steam, Added 8% loss to crank generators Draba: "Goal is mostly to reduce block count and nudge the larger blueprints towards M/L steam"
The following update will go to stable on Monday assuming nothing comes up. It contains land adventure mode which is on the ashes of the empire planet selectable via the content tab.
Betatest 3.6.1
Fixes: DLC, Sakura left hand turret holding orientation fixed. DLC, Shaders changed for characters so that they are better lit at night. Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Cancelling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines
Additions: DLC, Intelligence officer Yuka added to SS character anime DLC package (yes keyboard warrior sleuths its middleware. Put down your magnifying glass and stop writing your novel.) Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire' World Editor, Added effective health to the design inspector in the planet editor
Well that was the quickest betatest ever. Steam got back to us really quick with test keys and we are now able to set the animation and first character set (Rin and Sakura) live so beta has had to go to stable. Other character sets will follow as we get them ready. These updates can really breathe some life into your builds and as you can see by the trailer movie you can really go wild and make some machinima! The documentation to add your own will follow at a later date, quite simply we are getting ready for Christmas with our families and we've set this live just now so you can play around with it over the holidays. We can and will expand upon it we just need to know what it is you want and need, there'll be a channel in the discord for discussion and requests. Certainly if you look on mixamo, we can add in any animations there fairly easily in any future updates. Have a great Christmas and New Year those who celebrate and others have a great couple of weeks! The team will now be absent for a few days at least to spend time with our loved ones. (Though we'll keep an eye out for anything major that may pop up.)
Stable 3.6.0 Fix: Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878] CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080] Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value
Add: Tracks, It is now possible to configure the tracks thickness Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels Tracks, It is now possible to reset the axle length of all the wheels in the track to 0 Tracks, It is now possible to add an offset to the axle length of all the wheels in the track Tracks, It is now possible to override the track material per track Wheels, It is now possible to set a coefficient to the wheel's width Wheels, It is now possible to set an offset to the position of the suspension's spring attachment
Change: Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired Tracks, Tracks now have a uniform width, even if the wheels do not have the same width Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored