We have once again disabled Steam sync. After liaising with Steam it became clear that there is a bug at Steam's side with their sync product which they have now admitted to. However, they don't seem to have any appetite to fix it because the ETA for a fix is "unknown." Their proposed fix of reducing files both; doesn't work for some of the player base and it doesn't seem to always work anyway. I am sorry to anyone this affects, but it is out of our hands until they fix their issue. This also means GeForce NOW is off the table for players that want to use that. I suggest you setup some kind of backup of your player profile. DO NOT use Onedrive or google file sync, that causes its own headaches and problems. See the bug reports channel in discord for a workaround if you do have any of those.
BrilliantSkies would like to wish everyone a great holiday period!
To celebrate the holidays some of the community led by Melch (curator) and Lyons(map) have created the Christmas Campaign once more. You can load the planet by using the Content menu in game. Thank you to everyone who contributed a design!
Nick put on his elf hat and has been working on some bug fixes. There are also updates to various campaign vehicles.
Just to let everyone know flamers and flames will be coming in the New Year so that is something to look forward to in the New Year!
Enjoy and have a good one!
PATCH NOTES
ADD
APS [BUGS-4260] railgun magnets can now be 'hidden' using decorations, and decorations attached to them will nominally spin as per the magnet.
Lua Added GetConstructLocalCenterOfMass() method to return the local center of mass.
Physics [BUGS-4255] The 'V' menu (General info -> Physics) now has an option to turn off the half-voxel rounding/snapping of the centre of mass point. This may be useful for certain vehicle types.
Blocks [BUGS-4247] GP PID can now has output yaw control option.
CHANGES
XMAS The xmas 2023 campaign has been released.
Map editor 'View distance' now affects storm cloud layer as well as standard clouds. If you use a terrain size less than 1024m the game will spawn more terrain pieces to make up for it so that there is not obviously missing terrain. This is has a very bad effect on frame-rate however so don't do it...)
Fire control computer, Fire control computers can be assigned weapon slots so that they can be limited to controlling certain weapon groups.)
UI There is now more information displayed about why weapons are not firing, when you manually try to fire them.) Fuel engine build UI changes following community discussion.
FIXES Environment The horizon object that blends sky to sea has been broken for a while, it is now fixed.
Breadboard [BUGS-4050] Doppler shift for sound effects was limited (by accident) to be no less than 10%. This has been removed, allowing breadboard playback module to produce sounds with no doppler shift. RandomInput now has correct inputs and outputs number.
Turrets Reverted a previous change to turrets that was supposed to make hull collision checks more lenient. This change was because it was possible for a quickly rotating turret to access rotations that a slowly rotating turret could not, by effectively jumping through some of the more problematic angles such as 45°. Rather than making it more lenient I have changed it so that checks are performed incrementally to ensure no difficult angle is jumped through. I have increased the precision of the calculation from floating point to double precision calculations.
UI When aiming weapons manually you'll now see bombs, torpedoes, turrets, missile-block-lasers, plasma cannons and particle cannons as separately listed weapon types in the RDY/IDLE list in the bottom right (as well as cannons, missiles and lasers.)
Missiles [BUGS-4270] missile controllers with no missiles on them will now use the missile-laser-block position as the firing post position for the purposes of aiming (if applicable). They will prioritize missile-laser-blocks with an encoding of 'our team' or 'our vehicle.' [BUGS-4289] when a munition decorator is repaired it will apply the decoration to the missiles that need it.
Multi-player Fixed building and material spending issues in multi-player when players are on different teams.
Tutorials Fixed the AI build guide.
Weapons AI fail-safes attached to AI equipment that controls a weapon are now used by the player when trying to fire the weapon manually. This enables you to test your fail-safe (and also not shoot yourself.)
CRAM [BUGS-4269] CRAM barrel decorations had an issue where original mesh hiding was not working after spawning. Now fixed.
Campaign Blueprints
[Neter] Brigand (DWG): New carrier ship that deploys a helicopter and launches barrages of missiles at its foes from afar. Godly difficulty, adventure difficulty 30. Now uses water travel mode as intended. Rat (DWG): Fixed a turning problem, removed excess missile controller. Judgement (WF): Overhauled as a potent particle cannon destroyer. Difficulties unchanged (Expert, adventure difficulty 60). Disemboweler (WF): Updated AI behaviors to make its attack runs more consistent. Slight rudder changes. Whaleshark (SS): Updated CA and scuttling parameters to help lessen the chances of planes going to space; note that this isn't a full fix and some may still do this, but should be a bit more manageable until a more permanent design fix is deployed. Now uses BB control for plane management. Exocets overhauled, even less prone to going to space from recent update. Glyptos (GT): New thrustercraft, replaces the Perseus; you want missiles? You got missiles. Medium difficulty, adventure difficulty 40. Perseus (GT): Retired, see Glyptos. Flail (GT): Minor deco update. Gog (GT): Deco fixes, minor block adjustments. ICBM (GT): Fixed a few disconnected CJEs, deco updates. Morningstar (GT): Same as Flail. Velocity (SD): Overhauled; still retains its original role as a high-speed missile plane. Hard difficulty, adventure difficulty 30. Anguish (TG): Updated CA parameters. Spite (TG): Updated scuttling. Spear (OW): Fixed duplicate airpumps/connection logic. Umbra (LH): Now classified as a submarine Banshee (SS): Fixed missing glass block. Damacy (GT): Fixed side turret rotation. Peacekeeper (SD): Retired, awaiting rework. Corsair (DWG): Deco fixes, added turret ring. Shrike (DWG): Paint update, added steam jets for more velocity, updates to tail section. Bulwark (OW): Removed scuttling tag from turrets, causing it to scuttle when one primary turret was destroyed. Harasser (WF): Harasser has been retired from Neter and remade as a new craft for AotE. Details will be in AotE section. Piercer (WF): Fixed scuttling issue involving material storage. Jealousy (TG): Internally redesigned to be cheaper PAC tuning. Satisfaction Swarm (TG): Added OoC scuttling for drones. Cherenkov (LH): Removed disconnected missile parts. Exadyne (LH): Fixed frontal turret being disconnected. Impedance (LH): Removed unneeded laser transceivers, filled in holes around the cockpit, fixed glass aesthetic near the stern. Asphodel (SS): Updated Penguin subspawn with propellers over old dediblades. Gannet Squadron (SS): Added OoC scuttling. Kitakami (SS): Updated Penguin subspawn with propellers over old dediblades. PredatorX (SS): Updated with thrust vectoring, removed side thrusters. Improved EMP insulation, added Breadboard for previous ACB functions. Fixed missiles not firing properly. Spectre (SS): Fixed a few holes due to deco conversion from decos. Typhoon (SS): Reduced minimum altitude so that its missiles could breach the surface properly. Optimized missile ranges. Valiant (SS): Updated Penguin subspawn with propellers over old dediblades. Damacy (GT): Fixed firing arc of primary cannon as well as problems with maneuvering and armor. Alterations to some weaponry. Lamprey (GT): Redesigned; a hunting ship turned warship with a potent cannon to shoot at ships (and sea monsters theoretically) alongside complimentary weaponry. Difficulties unchanged. Lore added. Carnage (SD): Aesthetic improvements, including gimbal thrusters.
- All designs through Neter, AotE, and Glao should have updated collision avoidance settings (Christmas campaign will get a passover in the near future). Note that there may be some mistakes with the parameters, which can be updated based on feedback. However, craft intended to ram should at least try to ram properly. If designs aren't behaving as intended, please report it to the unit-design-bugs channel on Discord.
[AotE] Dust Chopper (DWG): New DWG bike unit; a small, fast, agile unit with a powerful missile. Adventure difficulty 5. Smuggler (DWG): New DWG tank; a monosider with a mixture of cannons and missiles. Adventure difficulty 25. Tuareg (DWG): Entirely overhauled; a large mobile base with a large assortment of weaponry alongside 2 Copperheads and 2 Dust Choppers accompanying it. Will be updated with adventure difficulty once validated. Longhorn (OW): Overhauled and added back to active roster; an aggressive, ramming tank. Have you ever had a castle drive into you at over 80 m/s? Adventure difficulty 60. Sand Raider (DWG): Fixed resting drive on wheels to be 0, this way it'll actually stop when not AI controlled. Bison (OW): Rebuilt; now functions as a broadsider with its top turrets removed and replaced with a crossbow missile turret. Bombard (OW): Minor paint aesthetic update. Ember Forge (OW): The land version of the Ember Forge has been overhauled with a beautiful aesthetic update, alongside some light firepower to fend off attackers. The Neter fortress version may receive an update in the near future. Lucerne (OW): Reworked to now be a frontsider with a large cannon barrage. Harasser (WF): New "tank" unit: A fearsome bike with a rapid-fire cannon and a tactical nuke lance. Adventure difficulty 20 with low deviation. Ravager (WF): Overhauled; an intimidating tank with a high top speed, a slew of varied weaponry, and if looks could kill, your next visit would be the Flayed God. Adventure difficulty 80 with high deviation. Atreides (SE): Replaced the crude fans of the subspawn with propeller hubs. Overseer (OW): Overhauled and reintroduced to the active roster. Does it fire a massive cannon shell, or is it a missile? You decide!
- Player designs should no longer spawn on the main menu. - Fixed a "too high" scuttling problem for various land designs (and their subconstructs) - All AotE designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing.
[Glao] Emerald (OFD): Now properly spawns in the air. Whoops. Helicopter (TRD): Removed dediblades, minor deco overlapping fixes. Likely slated a for a rename/rework in the future. Granite Squad (OFD): Updated to be faster, more aggressive, and with improved cannons. Obsidian (OFD): New plane which replaces the Bomber; a compact plane with a wavy movement pattern with missile arrays and an underslung turreted cannon. Quartz (OFD): New thrustercraft; similar in appearance to the Emerald, but goes all in on a powerful frontal plasma cannon. Conqueror (GI): New thrustercraft; a cannon-focused brute that outlasts foes with its heavy frontal armor and delivers a kinetic barrage in return. Gladiator (GI): New thrustercraft; similar in appearance to the Conqueror but sacrifices some of its cannon power for missile arrays.
- All active Glao design bp files have been moved to their respective folders. Duplicates still remain in the main Glao folder which will be cleaned up in the near future. - All active Glao designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing.
Not sure what is going on but it seems steam sync related before I re-enabled it today. If you think you've lost your game data suddenly check this path: C:\Program Files (x86)\Steam\userdata\0\268650\ac\WinMyDocuments\From The Depths\Player Profiles
I am unsure why this happened, but I have contacted Steam. Sorry for any inconvenience if this has happened to you.
Fixes: Multiplayer - Resource zones will now no longer be infinite in multiplayer if they've been set to be finite in the world editor. Fuel build UI - Same treatment the plasma one has had. Will gradually roll this out where its appropriate and possible to do.
[Neter] Brigand (DWG): New carrier ship that deploys a helicopter and launches barrages of missiles at its foes from afar. Godly difficulty, adventure difficulty 30. Flail (GT): Minor deco update. Gog (GT): Deco fixes, minor block adjustments. ICBM (GT): Fixed a few disconnected CJEs, deco updates. Morningstar (GT): Same as Flail. Velocity (SD): Overhauled; still retains its original role as a high-speed missile plane. Hard difficulty, adventure difficulty 30. Anguish (TG): Updated CA parameters. Spite (TG): Updated scuttling. Spear (OW): Fixed duplicate airpumps/connection logic. Umbra (LH): Now classified as a submarine Banshee (SS): Fixed missing glass block. Damacy (GT): Fixed side turret rotation. Peacekeeper (SD): Retired, awaiting rework.
[AotE] Dust Chopper (DWG): New DWG bike unit; a small, fast, agile unit with a powerful missile. Adventure difficulty 5. Smuggler (DWG): New DWG tank; a monosider with a mixture of cannons and missiles. Adventure difficulty 25. Tuareg (DWG): Entirely overhauled; a large mobile base with a large assortment of weaponry alongside 2 Copperheads and 2 Dust Choppers accompanying it. Will be updated with adventure difficulty once validated. Longhorn (OW): Overhauled and added back to active roster; an aggressive, ramming tank. Have you ever had a castle drive into you at over 80 m/s? Adventure difficulty 60. - Fixed a "too high" scuttling problem for various land designs (and their subconstructs) - All AotE designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing.
[Glao] Emerald (OFD): Now properly spawns in the air. Whoops. Helicopter (TRD): Removed dediblades, minor deco overlapping fixes. Likely slated a for a rename/rework in the future.
- All designs through Neter, AotE, and Glao should have updated collision avoidance settings (Christmas campaign will get a passover in the near future). Note that there may be some mistakes with the parameters, which can be updated based on feedback. However, craft intended to ram should at least try to ram properly. If designs aren't behaving as intended, please report it to the unit-design-bugs channel on Discord.
Decorations, Added strategic antenna and dish piece to a conversion dictionary to retain any decos that used the old meshes. This would need to be applied to an old blueprint saved prior to 3.8.0.
Collision Avoidance, Changed defaults to 5 and changed increments to 0.1.
Collision Avoidance, Added warnings to routines that may be affected by collision avoidance to check collision avoidance settings.
Decorations, Added strategic antenna and dish piece to a conversion dictionary to retain any decos that used the old meshes. This would need to be applied to an old blueprint saved prior to 3.8.0.
Collision Avoidance, Changed defaults to 5 and changed increments to 0.1.
Collision Avoidance, Added warnings to routines that may be affected by collision avoidance to check collision avoidance settings.
This is basically an AI update. We've spent a lot of time getting waypoints and collision avoidance working a lot better. There are also a few more goodies thrown in. As with every update you might need to close down steam entirely to get it to show the download promptly.
Added:
Collision avoidance - Added a bearing/heading collision avoidance routine where vehicles will turn to avoid each other. This complements the existing vertical collision avoidance which orders pairs of vehicles to change altitude to avoid one-another. UI - Increased the fidelity of path view mode showing each alteration that collision avoidance / altitude adjustment etc make to the waypoint. LWC - Added minimum block count limit and minimum speed limit to the existing slider. Breadboard - Added a time of day module for outputting the time of day. Breadboard - Added a target volume output to the target info module for AI breadboard.
Fixed:
Collision avoidance - Fix to the aerial collision avoidance where the choice to avoid only friendly units would result in only avoiding enemy units. UI - Fixed an issue causing path view tooltips to not show up when in fleet control mode with a unit selected. Multiplayer - Adventure bell ringing noise is more audible and triggers correctly on clients. Multiplayer - Munition decorations for missiles now spawn in correctly on clients. APS - Bug with 2m mantlet fixed where the tooltip was displaying incorrect max possible elevation. Target Prioritisation - Bug fixed where the bonus to current slider couldn't go negative.
Changed:
Pathfinding - Paths that finish in unsuitable terrain (water depth or land height issues) will never be selected, but paths that travel through these areas can still be chosen if the starting point of the vehicle is also unsuitable. Collision avoidance - Fixes to the system that determines when an aerial collision is likely to take place. Collision avoidance - Collision avoidance option is no longer ON/OFF/FRIENDLY ONLY. You can toggle avoidance for FRIENDS/ENEMIES and toggle ON/OFF each different routine. AI - Point at and maintain distance behaviour tries harder to find a suitable place to position the original waypoint when the waypoint is inaccessible due to land height /water depth. Pathfinding - Pathfinding will move the final path node onto the goal position to make pathfinding more accurate when a large turning circle is selected. Pathfinding - Pathfinding will effectively reduce the turning circle variable when close to the end point to increase the accuracy of getting to the waypoint. Cutaway - Changed increments in UI to 0.5. Decorations - Changed allowed decotabs on a block to be 200 from 32.
Removed:
AI - Removed the practically unused support for multiple terrain pathfinding end points to simplify pathfinding.
Simple weapons, It is now possible to remove a built-in shell type from the simple weapons UI [BUGS-4214]. Simple weapons, Removing a built-in shell type from the ammo controller UI will now be properly processed in the simple weapons UI. Simple weapons, Editing a deleted/destroyed shell type is not possible anymore.
Plasma cannons, Build guide and prefabs added. Plasma cannons, Added short names for localisers. Plasma cannons, Weight of all plasma components halved. Plasma cannons, Fixed some descriptions. Plasma cannons, Damage variance increased to 70-115%. For most of testing it was 70-110% and later went down to 50-110% and then 20-120% (currently). 70-115 means smaller projectiles do slightly more damage and larger ones do slightly less. Originally didn't want to buff small since without overkill its very similar to APS and APS should be the default generic with plasma focusing on anti armour. After review though it was too in favour of large than small. Plasma cannons, Added damage falloff to tooltip.
AI, Some textures and meshes have been changed to make them easier to identify. An alternate camera 90 mesh is available with a base plate. If you want to discuss these further please do so in the alphatest channel of the discord. I'll ask Alma to keep an eye out. Constructive only please.
Typos, Many typos fixed, thanks for the reports.
Blocks, Rubber poles weren't immune to collision damage like other rubber blocks.
Hey everyone! Stable 3.7.2 is here! Plasma! Along with the past 6 months of fixes, additions and changes from the alpha builds. Thankyou testers! Most discussion involving plasma will happen on the discord so I encourage you to go there. Please remember that this has been in closed testing for weeks and the values and numbers are what they are meant to be to fit into its intended role. Information about the plasma system is in the notes. Thanks and enjoy!
Lots of under the hood changes to AI as well as some bug fixes. Nick is absent for the next 2 weeks and then I (Sean) will be absent for 2 and Alma is currently recovering so it'll be quiet for a little while following this. If AI mesh stuff throws a GUID error just hold down enter. Will clear it in a later update.
Add: Ram behaviour, The ram behaviour now has a dropdown with 3 options for 3 different types of guidance. Direct, APN and Predictive. Direct is the old ram behaviour where it goes direct to the target. APN uses the APN missile guidance code to setup a line of sight to a target and then try to close in on it. Predictive tries to intercept the target by calculating where it should be in the future and closing on it at a cross point. APS CRAM, Resting azimuth added to APS and CRAM firing pieces/mantlets along with a warning about when a mantlet is misaligned with a firing piece. The warning appears on the firing piece.
Changes: Ram behaviour, The various sliders in the ram behaviour UI now have larger values available in some cases to allow for things like disengaging the adjuster further away on very fast things. Traveling further away before reengaging etc. PointAt behaviour, New slider added for configuring the view cone to decide when to turn and face away to retreat. Set to 180 for reverse only. AI, All in one weapon controllers now accept physical connections as well as wireless connections.
Fixes: Blockcounter, Fixed the blockcounter incorrectly calculating subsubconstructs. Missiles, Fixed a bug for a rare case where a rotation could be zero and therefore do nothing. AI, Fix to ship & tank maneouvre to allow 'reverse' when 'point at and maintain distance' behaviour is selected and the adjuster is set to 'air mode' and the vehicle needs to retreat to maintain distance. AI, Fix to encourage reversing land-surface and sea-surface paths to be formed when 'point at and maintain distance' behaviour is selected and the adjuster is set to 'on land' or 'on water' and the vehicle needs to retreat to maintain distance. AI, Fix to collision avoidance. There was a bug causing calculations to be wrong. Things can now also evade left right as well as up down. This still isn't perfect and we will try to refine it further. Manual, Updated the helicopter guide so that it doesn't reference dediblades anymore. Plate, Alloy and metal plate triangles now mirror correctly on a horizontal mirror. Poles, Pole hit calculations now use a perfect cylinder to calculate intersections rather than the quantised cylindrical mesh of the pole. Modding, Item duplicators can now define a class name override for the duplicate block. Turrets, Turrets and spinBlocks shouldn't be 'stuck' when trying to rotate at max speed and free to move when rotating slowly, the collision check with the mainConstruct is now more permissive. [BUGS-4146]