Stable 3.0.9
Hey Depthians!
Another round of fixes and tweaks!
[h2]Additions[/h2]
[h3]Adventure[/h3]
[h3]Autosave[/h3]
[h3]Build Mode[/h3]
[h3]Performance[/h3]
[h3]Steam[/h3]
[h2]Changes[/h2]
[h3]APS[/h3]
[h3]CIWS[/h3]
[h3]Laser[/h3]
[h3]Missile[/h3]
[h3]Steam[/h3]
[h2]Fixes[/h2]
[h3]APS[/h3]
[h3]Pathfinding[/h3]
[h3]Steam[/h3]
[h2]Removed[/h2]
[h3]UI[/h3]
Another round of fixes and tweaks!
Changelog
[h2]Additions[/h2]
[h3]Adventure[/h3]
- Changed the warp gate visual effect
[h3]Autosave[/h3]
- Added a lot of customisation for the blueprint autosave feature (in the misc tab of the options menu)
[h3]Build Mode[/h3]
- Area and block group erase now work with mirror
- Block group erase can now also delete a chunk of blocks of the same type if the selected block is not part of a multi-block system
- Option to show build marker coordinates on HUD
[h3]Performance[/h3]
- It is now possible to automatically regulate the number of particles
- Multi-threaded the missile guidance, seeking and water level checking code
- Multi-threaded the munition warning code
- Removed many sources of excess 'garbage' creation (FTD should perform garbage collection less often (pause less often during play))
[h3]Steam[/h3]
- L pistons got a second output port on the opposite side of the input, arrows not show port directions. L pistons renamed to Large serial pistons.
- L turbines added: generators 5x5x1, bodies 5x5x2, maximum throughput 30K steam/s. Efficiency stats match M turbines with the same blade count
- New L piston variant: parallel piston. Has an input-output pair on both sides, parallel pistons placed next to each other share their in- and outputs
- S and M pistons now have arrows marking their in- and outputs
[h2]Changes[/h2]
[h3]APS[/h3]
- APS shell splash size reduced
- Muzzle flash size reduced to ~80%
- The time it takes for barrels to reach full length after firing is capped at 0.5s
[h3]CIWS[/h3]
- Fixed a low prio LWC and a high prio AMCC controlling the same weapon interfering with each other
- Fixed LWC causing AMCC controlling the same weapon to ignore maximum range restriction
[h3]Laser[/h3]
- Laser cutter armor up from 10 to 40
- Laser cutters now damage CRAM shells
[h3]Missile[/h3]
- Ballast tank now has the same free volume 1-turn does (so torpedos have a lower 'mandatory' part count)
- Interceptor damage slightly up (~7.6% for S, ~11% for M)
- Torpedo sonar and torpedo propeller health up to 50% of a reinforced body. A slight boost for torpedos since they can't use bodies well and are easy to fish for with CIWS
[h3]Steam[/h3]
- Boilers can connect directly to pistons
- Boilers can connect directly to turbines
- Crank motor braking force doubled
- L crankshaft, wheel, transmission and axis shift armour up from 20 to 40
- L gearbox armour up from 20 to 40, health from 1200 to 2000
- L piston and crank generator armour up from 20 to 30
- Transmissions and propellers can connect directly to cranks and axis shift gears
- Turbine body costs up from 10 to 20 mat/volume. Means long turbines are ~10% more expensive for 10 minutes (not counting battle damage)
[h2]Fixes[/h2]
[h3]APS[/h3]
- Fixed an issue with cooling not being fully utilized at very high rates of fire
[h3]Pathfinding[/h3]
- Sea/land surface pathfinding and collision avoidance bug fixes and optimisations
[h3]Steam[/h3]
- The crank generator adds and displays the correct flat kinetic loss
- Turbines do not keep the last minor fractions of the kinetic energy almost indefinitely
[h2]Removed[/h2]
[h3]UI[/h3]
- Removed the 'more'/'less' complexity toggle from the inventory as the feedback has always suggested it's doing more harm than good