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Alpha 4.0.1 Update

What is up Depthians!

We hope you are all enjoying the new fire mechanics and incendiary rounds/modules.


If you do not know how to access the Alpha branch:

Right click From the Depths in your library list of games.
Properties > Betas tab, look at the Betas participation menu and select alpha_test - alpha_test

[h2]Fire changes[/h2]

  • Fire burn rate increased from 1 fuel/intensity to 1.5. Fires do damage faster
  • Fires spread when they have 10000 FUEL:CELL_COUNT ratio, instead of 7500. Fires are more localized
  • Fires need ~11% more fuel*intensity to be considered 1 firepower. This means APS and missile damage is increased
  • Block fire damage modifier is (INTENSITY - RESISTANCE
  • 0.1) / (RESISTANCE
  • 0.9). Was 0.15 and 0.85, low intensity fires are relatively stronger
  • Heavy armor fire resistance up from 50 to 60
  • Fixed non-heavy APS barrels having 10% flammability, down to 0%
  • Non-armored laser optic fire resistance down from 60 to 40
  • Fire efficiency reduction starts at 5000 total cells being on fire, and reaches 30% slower


[h2]Flamer changes[/h2]

  • Added idle azimuth/elevation options for flamers
  • Increased flamer fuel and oxidizer output by 25%
  • Increased max rotation speed of flamer main parts from 60°/s to 75°/s
  • Removed steam connection for flamer tanks. Boilers are too compact for steam connections to be interesting without making flamer steam use too high, compressors are buffed instead
  • Flamer compressor power use depends on the amount of tanks they are connected to and the target range set for the flamer
  • S compressors only have 75% the power-efficiency of L ones
  • Compressor cost reduced to 50%
  • Flamer power use is generally low, extremely low when set to lower ranges(


[h2]Other changes[/h2]

  • Reduced minimum diameter needed for incendiary bodies from 195mm to 100mm
  • APS projectiles have 20% more health
  • Increased particle cannon damage output by ~4.2%




[h2]Flamer fixes[/h2]

  • Fixed not being able to remove flamer main blocks when connection highlights are on
  • Fixed flamers possibly getting blocked by ground if the bottom of the jet touches it, instead of the top
  • Fixed a problem possibly making flamer hits very close to the ground not registering
  • Flamers now won't fire and display a warning when they have no fuel tanks
  • Fixed flamer particle effects flickering when fired from high speed vehicles
  • Fixed flamers not adding oxidizer when hitting targets beyond very short range


[h2]Other fixes[/h2]

  • Fixed APS incendiary body tooltip not mentioning minimum diameter needed
  • Fixed EMP resistance on scented candles