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From The Depths News

FTD is 40% off for a week Oct31st to Nov7th

WINNARS


The first ever Scottish Game Awards and Scottish Game Week was held last week. We were finalists for two categories and won the 'Technical Achievement' award. As such we thought it would be cool to run a week long sale in case anyone is sitting waiting to see why we deserve such an accolade!

Scottish Games Week was Scotland's first ever giant industry conference set across multiple cities, with different speakers, government officials and games developers in attendance. Met some of my own game dev heroes and to be in a room with them while also receiving an award was truly an amazing feeling. If you want to find out more, news should become available at: https://scottishgames.net/

3.5.7 Bug fixes

Fixes:

CJE : [BUGS-4002] Pusher preset, Turner preset etc now work correctly with CJE with thrust direction changed by exhaust routing.

Blocks : [BUGS-4014] drive maintainer UI now displays correctly, allowing selection of the stim drive to control and manual setting of the value.

Data : Fixed an issue that stopped empty strings from being saved as empty (they would return to default values.

Podium : Fixed an issue with copy paste of some podium breadboard components.

Podium : IK positions coming from two different breadboard components trigger a lerping change in the animator rather than a jump of position.

Projectiles : Fixed an issue where complicated scenes would result in projectiles not moving as fast as they should and thus triggering timed fuses early, and potentially missing fast targets.

Tutorials : Fixed the AI deep dive tutorial.

UI : Use of the toolbar no longer causes a one frame screen flicker. Toolbar usability improvements such as responding to being clicked on being linked to configurable key map entries.

Stable 3.5.5 Is finally here!!

What is up Depthians!

A massively, massive update to the Stable branch that holds roughly 8 months of tweaks, fixes and new additions!

Before we get started tho, if you do run into crashes, things not working correctly or not displaying correctly make sure you are not running any mods, that your mod folder is empty and that you are not subscribed to any mods on Steam.

If you have problems with launching or the game crashing:


  1. Remove or disable any mods
  2. Reverify the integrity of the game cache in steam.
  3. Reinstall the game.
  4. Check in discord in the feedback channels. Discord link: https://discord.gg/fromthedepths
  5. Raise a support ticket: https://brilliantskies.customercase.com/forums/support-private



On to the update post. Unfortunately due to the character count and screenshot limitations from Reddit and Steam, details and changelogs will only be posted on our main site.


If you have been following Alpha and Beta branches then you can skip the change logs as this Stable is the final build we had running in Beta which is a copy paste job from our last beta post.

Key points of interest for those that have not been following Alpha and Beta is to read about the vehicle stability changes, APS shells can also be made within the turret UI, Custom propellers, Generic block setter and Generic block getter here: https://fromthedepthsgame.com/stable-3-5-5/ .

Beta 3.5.5

Hey Depthians!

Our Alpha test branch has now moved to the Beta stage and after further testing for a few days shall move on to the main stable build :)

Unfortunately there as there are too many pics for Reddit and too many characters for Steam you can check out the Beta notes here :
https://fromthedepthsgame.com/beta-3-5-5/

Thanks

Alpha Test 3.5.4

What is up Depthians!

Another dose of bug fixing :)


Changelog


[h2]Additions[/h2]

[h3]Controls[/h3]
  • Added a dead zone slider for control pads and set the default dead zone to 20% (up from 0%).


[h3]GBS[/h3]
  • Laser Targetter data can now be controller with the Generic Block Setter
  • Particle cannon reload time (charge time) can now be adjusted with the Generic Block Setter
  • Steam valve can now be controller with the Generic Block Setter
  • [BUGS-3897] added power creation priority to the Generic Block Setter and added a slider for fuel engine generator power user priority to the fuel engine UI sliders section.


[h3]Propulsion[/h3]
  • The auto-balance default for new propulsion will change as you press the 'Turn [ON/OFF] automatic control for all propulsion' button


[h2]Fixes[/h2]

[h3]Blocks[/h3]
  • Light-block now uses the same shader as glass blocks and thus renders damage, can be cut-away and painted.


[h3]Drones[/h3]
  • Subvehicle spawners on turrets should now work more reliably (spawn the vehicle in the correct place and more robustly link to the correct drone).
  • The 'force position' of a drone in a fleet is now set, which can help to reduce the chance of collision for drones (they'll try to stay where the SVS puts them).


[h3]Regression[/h3]
  • Fixed a threading issue that caused the creation of chunk meshes to slow down the game
  • Map now correctly changes when loading another planet
  • Remote missile guidance module no longer causes issues


[h3]Translation[/h3]
  • Saving of vehicles using custom tags in non-english languages now works


[h3]Damage[/h3]
  • [BUGS-3862] Missiles, CRAM shells and APS shells now adjust their health based on the configurable damage factor of the session, in the same way that blocks do


[h3]Diplomacy[/h3]
  • [BUGS-3818] Fixed a serious issue with the late game diplomacy calculations that lead to a crash when trying to get the council to meet


[h3]Game[/h3]
  • [BUGS-3892] Fixed a gridcasting issue that affected turret blocks and caused issues for mouse based build mode (interaction with turret bases) and perhaps damage calculations as well


[h3]Multiplayer[/h3]
  • Fixed an issue where the 'head' is on at a 90° angle when first spawning in multiplayer


[h3]Wheels[/h3]
  • [BUGS-3893] wheels should now respond correctly when first placed (auto-balancing bug).