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Christmas, Camera and Controls Stable Update 4.2

HELLO DEPTHIANS.

Wishing you all a great Holiday period!

Before I begin...

[h3]ALPHA TEST, BETA TEST AND EXPERIMENTAL BRANCH USERS. CHANGE TO STABLE.[/h3]

[h3]The Christmas Campaign is live and updated in this build. Thankyou to all of the Christmas builders![/h3]

Microsoft OneDrive continues to be a royal pain. If you are experiencing issues like crashes or strange behaviours in game then please use the support system or go to the help channel in the discord or give me (Sean) a DM on there and I'll try to help! There is a workaround to bypass your Documents shell path if need be until we have a way to move the profile to avoid this in the future. Many people assume they don't have it when infact windows updates have stealth installed it and it has indeed hijacked a shell path. The issue is that it places file locks which prevents the game from being to access files it needs resulting in all manner of problems.

Moving on!

[h3]Unity6[/h3]
Under the hood we are on now on Unity 6, this did result in some changes to certain text colours and fonts. We've changed a few that were reported but the rest we are ok with. The change to Unity 6 may allow us in the future to move over to the Universal Render Pipeline but that's a different story for another time.

[h2]Camera Update[/h2]

[h3]Rambot[/h3]

So Rambot is now something that is an optional spawn (unless the scenario or instance is designed to have it spawn automatically. You can spawn Rambot by pressing Shift + G by default. It's best to do this on a focused vehicle.

[h3]World Editors[/h3]

There are new options for spawning on spawn points and for the instance itself. You'll want to select "Player AND avatar" on any spawn points so that both the camera and the avatar can spawn there.

[h3]Heart Stones[/h3]

Heart stone energy now governs Rambot's weapons. Being on a friendly vehicle will preserve the energy state but a heart stone is needed to recharge. Depending on the game mode Rambot can still die if energy is 0.

[h3]Focusing[/h3]

To select a vehicle to focus on, we look at it and left click on it. This then focuses the vehicle and uses a default orbit camera that is placed above the skin of the vehicle (if no other camera has been set.)
The little green marker here is our camera position. To unfocus the vehicle just left click anywhere off of it.



You can also use these buttons or their keybinds to traverse and focus on other vehicles or cameras.
Pressing Tab will cycle through any configured cameras.
Camera positions can be edited using these buttons (yes they are buttons) in middle mouse mode or you can set the position of your current camera using Ctrl + Tab by default at the position you are at.

Binoculars are now built in to the camera. Just use the mouse wheel to zoom in and out.



[h3]Driving[/h3]

Once focused we can take control of a vehicle if a vehicle controller exists on it by pressing Left Ctrl by default. [h3](Note all keybinds are editable in the options)[/h3]
When we are in control a green vignette appears. [h3]Again the opacity of this is configurable in the options.[/h3]

Please note the default vehicle control keys have changed to something people are more familiar with in other games. W,A,S,D.



If you have multiple controllers use this to swap to the one you want to use while driving.



[h3]Weapons[/h3]

If we right click we can control weapons. Control of weapons is indicated by a red vignette. Please note you can also click on the weapon groups now on their icons and there are more of them.

Enemy information is now displayed when you place the mouse over them. The location and size of this can be configured in the Misc section of the options. You can focus on an enemy and order an attack by left clicking on it. To unfocus just left click anywhere off it.



[h3]Tools Mode[/h3]

Pressing Shift + T by default will enter tools mode. Here you can access tools such as the spray can for working with free cam instead of being tied to Rambot.



[h3]Advanced Camera Placement and Editing[/h3]

In camera edit mode you can add more advanced options to the camera. Add new camera positions, stabilise its pitch,yaw and roll, keep it above water and so on. By manipularing these you can create unique viewpoints that mirror other games. Like creating an arcade plane viewpoint or a boat view akin to world of warships.



Feedback can be provided in the discord. (Link is on the launcher.) Please make sure you aren't making duplicates by using the search function before you post.

[h2]Other Patch Notes[/h2]

A lot of bugfixes and work hasn't been logged properly. We've been split between projects (announcement of a new game in Januaryish. No it is not FTD related.) and had a high amount of staff changes. Apologies for this but many, many bugs reported have been addressed. Thanks to everyone who has reported them!

[h3]General Changes[/h3]

Tutorials, The initial tutorial has been split into two tutorials: one for camera controls and one for avatar controls. Other tutorials have been changed as needed.

CRAM, Changed base lifetime to 60 from 40.

CRAM, Changed mortar turn rate from 2 degrees to 8 degrees to increase mortar effectiveness. You'll still need good detection to make them work.

Missiles, Changed cluster holders and ejectors to have slightly higher health. Extensions now have a significant health boost and higher ammo cost. Subject to changes in future based on feedback.


[h3]General Additions[/h3]

CRAM, 2,3,4,5 way connectors added.

Build guides, Voice overs have now been recorded and added to all build guides.

Diplomacy, Changed diplomacy material amount given to 30% value from 80% value.

Armour Refit, Added warning about requiring materials to perform the refit.

[h3]General Fixes[/h3]

Weapons, Fixed aiming issue where many weapons would fire despite not being aimed at the target (simple weapons, plasma, potentially CRAM, APS and flamer tool.

[h2]Cameras[/h2]

[h3]Additions[/h3]

Camera, The camera-system has a new mode that can easily focus a construct with customisable camera points

[h3]Changes[/h3]

Camera, There is a specific free-camera mode that can be used to move the camera around the world
Camera, Construct camera points can be set to be maintained above water
Camera, Construct camera points can be set to hide your vehicle during weapon aiming if your construct gets in the way to maintain your line of sight
Camera, Construct camera points can be set to visually tunnel through your vehicle during weapon aiming to maintain your line of sight
Camera, Construct camera points can be set to move forwards when aiming to maintain your line of sight
Camera, Construct camera points can be set to ignore vehicle roll, pitch, or yaw.
Camera, Construct camera points can be named / moved / rotated.
Camera, Construct camera points can be easily 'saved' using CTRL + TAB to snap them to the current position of the camera
Camera, Construct camera points can be easily 'loaded' using TAB to snap the camera to the saved position
Camera, Construct camera points can be easily moved using WASD ALT and SPACE when not driving vehicles
Camera, Primary camera modes can focus enemy vehicles by left clicking on them.


Avatar, The avatar has been made optional. You can spawn/dismiss the avatar easily in most game modes.
Avatar, The avatar uses energy when firing his avatar weapons. When his energy is below 20% his weapon will not fire. Heartstones are used to replenish energy. Energy will is used for life support when away from a friendly vehicle.
Avatar, The binocular item has been removed. Zooming is available at any time in any of the primary camera modes by using the mouse wheel.
Tools, Many avatar 'skills' are now player tools that can be used in tools-mode (shift+T) with or without the avatar being present.

Vehicle control. When your avatar is on a vehicle or your construct-mode camera is activated on that vehicle you will control whichever vehicle controller is closest to the camera. This is to make it easier to drive a vehicle without needing an avatar present/in position.
Vehicle control, CTRL activates/deactivates vehicle control mode
Vehicle control Vehicles are now driven using the WASD (QE) (FR) (TG) keys not UHJK (YI) (IK) (OL) as before
Vehicle control There is now a green vignette in the corner of the screen when in vehicle control mode to remind you that you are in vehicle control mode

Weapon control When your avatar is on a vehicle or your construct-mode camera is activated on that vehicle you will be able to control all weapons on the vehicle.
Weapon control Right click activates/deactivates vehicle weapon mode
Weapon control There is no 'off' / 'AI' slot for weapons anymore. Deactivate (right click) weapon mode to stop aiming/firing.
Weapon control With the mouse cursor visible (middle click) you can aim weapons using the mouse cursor. In free look mode you can aim weapons using the centre-of-screen cross hair.
Weapon control There is now a red vignette in the corner of the screen when in weapon control mode to remind you that you are in weapon control mode

Campaign Log Dump - Note there could be duplicates

There are more updates due over the next month or two that'll trickle in via small updates.
Thankyou to Kotl, Kotl helpers and players who have worked on bounties!

[h3]Neter[/h3]

Ransack (DWG): Removed decorative, non-functioning guns. Primary APS ammo updated to incendiary, other minor updates. Adventure difficulty increased to 20-40 from 15-35.
Ennui (TG): Overhauled; still retains its original design concept but now with more modernized technology. Difficulties unchanged.
Lachesism (TG): New godly sub; a large weapons platform using PAC/APS with complementary spotter drones. Adventure difficulty 70-100.
Armageddon Protocol (SD): New godly plane; twin Velocity planes that deploy nukes capable of pursuing targets at any altitude, including underwater and in space. Adventure difficulty 60-100.
Updated Felix vehicle controller to be for air units.
Pulverizer (WF): Removed non-functional laser tracer, replaced with wireless snooper, added 1 extra GPP for 100% efficiency.
Conduit (LH): Updated with repair tentacles to handle build jobs.
Current (LH): Retired as Conduit now handles all its functions.
Gamma Squad (LH): New submarine, easy difficulty; a trio of PAC submarines. Adventure difficulty 20-40.
Aurora (SS): Fixed invisible glass on cockpit.
Novgorod (SS): Updated scuttling to properly scuttle when sitting on water.
Kobold (GT): Minor, generalized updates.
Wasp (GT): Fixed scuttling to properly scuttle when landing in water.
Hypernova (SD): Fixed a couple untethered decos.
O.C.P.L.A.C. (SD): Potential fix for spawning too high and failing to stabilize before hitting gravity.
Complementary nuke BP and singular version of the Velocity nuke carrier have been added to files.
Sinners Luck (DWG): New godly difficulty ship; large houseboat-style with a plethora of CRAM broadsiding. Adventure difficulty 20-40
Tug of War (DWG): New godly difficulty ship; large gun platform with a spinal-mounted, high RoF APS cannon. Adventure difficulty 20-40
Stronghold (OW): Firing restrictions set for turrets, tuned active defenses.
Warden (OW): Minor aesthetic updates.
Pontus (WF): Bugfixes from previous committal.
Firefly (LH): Retired, replaced by Thunderbolt (see below)
Gigawatt (LH): New hard difficulty ship; a large water skimmer with a plethora of weaponry. Adventure difficulty 55-75.
Skyscraper (LH): Aesthetic overhaul; this is a cosmetic building.
Thunderbolt (LH): New medium difficulty plane, replaces Firefly. Adventure difficulty 15-35
Tempest (LH): Updated with missile decos, improved laser efficiency, and reworked surge protector layout.
Asphodel (SS): Updated missile settings, improved armouring, redesigned radar dish somewhat
Balmung (SS): New hard difficulty ship; alongside Nothung (see below), replaces Rhea. Adventure difficulty 55-75
Cyclone (SS): Updated hydrofoils and fixed turning issues it may have had.
Nothung (SS): New hard difficulty ship; alongside Balmung, replaces Rhea. Adventure difficulty 55-75.
Reefshark (SS): Various fixes/improvements alongside changes to AI behaviour.
Rhea (SS): Retired, replaced by Balmung and Nothung.
Nimbus (GT): Updated missile interceptor parameters.
Onslaught (GT): Improved roll control.
Peacekeeper (GT): Now serves as the HQ for Tribe of the Iron Storm. Any other spawning of it has been removed.
Venator (GT): Overhauled, but still retains its difficulty levels. (Medium, adventure difficulty 45).
Crucible (SD): Fully retired, info removed from editor. BP remains in files.
Lepton (SD): Minor updates.
Davy Jones Outpost (DWG): Fixed some odd paint and refinery piping.
Smoker (DWG): Optimised AI connection (DWG economy saved)
Buzzsaw (WF): Saws should now spin properly.
Earth Raker (WF): Melee weapons should now spin properly.
Pontus (WF): Redesigned, now uses steam drills.
Black Current (SS): Fixed frontal VLS altitude restrictions.
Guernsey (SS): Greatly improved in terms of weaponry and aesthetics; should spawn in the water more appropriately to not smash into its spotter plane subvehicle.
Alchemist's Lair (GT): Adjusted scuttling.
Magnetar (SD): Added scuttling and speed metrics.
Fishing Hole (DWG): May be a repost of one that was previously submitted, but the fortress has been vastly overhauled.
Sinner's Outpost (DWG): Redesigned; this version has also replaced the version used in the DWG story missions. In turn, the duplicate Sea Cobra in those missions has been removed.
Halberd (OW): Fixed disconnected AI/detection pieces.
Stronghold (OW): Heavily updated; firepower focused back on CRAMs, slightly improved AA, reduced block/volume count slightly.
Warden (OW): Redesigned, but retains its original purpose.
Wrecker (WF): Redesigned and modernized; difficulties unchanged.
Amusement (TG): Redesigned; difficulties unchanged.
Euphoria (TG): Breadboard logic fix for PAC.
Impulse (TG): Breadboard logic fix for PAC.
Cherenkov (LH): Minor updates, should shoot itself less.
Conduit (LH): Redesigned, still remains a cargo craft.
Coulomb (LH): Redesigned, burst laser hydrofoil ship. Medium difficulty, adventure difficulty 40.
Aerotyrant (SS): Fixed hole in windshield.
Sacrilego (SS): Minor deco fix.
Stralsund (SS): Corrected missile interceptor receiving on wrong channel.
Watchman (SS): Redesigned; difficulties unchanged.
Crivetz (GT): Redesigned; medium difficulty.
Nimbus (GT): Redesigned; hard difficulty.
Pelekan (GT): Iron Pelican replacement; hard difficulty.
Pyre (GT): AI fixes.
Warbird (GT): Redesigned; medium difficulty, may increase in difficulty with future updates.
Casimir (SD): Redesigned; medium difficulty, adventure difficulty 16.
Lepton (SD): New SD drone, replaces Star Cry; hard difficulty, adventure difficulty 10.
- RZ descriptions for Quest for Neter have gotten some grammatical fixes.
- Removed Annotations from Kookie Kestrel, Peacebreaker, and TGS version of Ghost
Fixed scuttling for LH Cherenkov.
Updated scuttling for Sunfish and Monkey Barrel.
- Updated default Ghost with a more optimised shell.
- Added Ghost TGS variant to a new built-in folder.
- Attack on Conger MP mission actually spawns the Conger appropriately now.
Fishing Hole (DWG): Entirely redesigned, heavily improved in both functionality and aesthetics. It even has fish!
Veles (WF): Redesigned; a large, Zealot-style rammer with melee PACs and grinders. Hard difficulty, adventure difficulty unchanged.
Disgust (TG): Various LWC fixes, updated missiles.
Fear (TG): Overhauled with a new torso, major cosmetic updates.
Gravitas (TG): Added mainframes to shield plates.
Black Current (SS): Updated towed decoys to (hopefully) not get stuck, minor aesthetic updates
Bullshark (SS): Potential fix for missiles getting stuck.
Megalodon (SS): Air pumps should now always remain active.
Aardwolf (GT): Improved EMP protection, steam engines more efficient.
Hobgoblin (GT): Comprehensive overhaul to upgrade weaponry. Difficulties unchanged.
Iron Gate (GT): Entirely remade; hard difficulty, adventure difficulty unchanged.
Thunderclap (GT): Entirely remade; godly difficulty, adventure difficulty 80.
Venator (GT): Deco cleanup, EMP insulation improved, block optimization.
O.R.I.O.N. (SD): New small bombardment satellite using APS as its weaponry. Easy difficulty, adventure difficulty 20
Proctor (OW): Updated firing restrictions, should shoot itself less.
Cherenkov (LH): Slightly increased missile firepower, EMP routing protection improved, removed disconnected invisible missile gantries.
Asphodel (SS): Further updates to the recently-submitted version; I apparently forgot to commit this.
Bullshark (SS): Potential fix for missiles getting stuck.


[h3]Story Missions[/h3]

- Player stock craft have been improved/stabilized and use the updated connection logic.
- Player stock aircraft (Kookie Kestrel, Peacebreaker) now have an ACB to set main drive to 100% at the start of the mission. This is to prevent possible nosediving/instability before the player can react.
- SM (story mission) designs are now using the updated connection logic. Most that used mimics have had those converted to deco, improving performance slightly by virtue of lower block count.
- Most if not all SM craft should now have more appropriate scuttling.
- Some SM craft had superfluous components that weren't needed for the missions (such as flares) and these have been cleaned up a bit, which should improve performance on some missions. Note that there may still be a few flares and such.
- SM craft using APS have had some range restrictions applied in some cases to reduce the likelihood of a cheap shot ruining the mission.
- Most SM ships now desire a shorter broadside range for engagement, should help improve interaction.
- Material allowance for most missions and par times for a few missions have been adjusted a bit.
- Some spawns in missions have been made a little closer to improve interaction time, others have different spawn locations for follow-up waves to make it less likely for them to spawn on/adjacent to the player.
- DWG mission Cargo Calamity now has 3 Shrikes in its second wave rather than 2 Shrikes and a Felix.
- SS mission Martyrdom now has an additional Martyr in the last wave.
- New mission version of the Allegiance to replace the original version in the SS mission A Prowler's Torment. No actual changes aside from the aforementioned range adjustments.
- New mission version of the Chorus to replace the Retarius in the SS mission A Hornet's Memoir. This version is heavily altered to use propellers instead of jets, and missiles also adjusted. Other superfluous parts not needed for story missions was also removed. The mission also features another Harpoon in the second wave.
- New mission version of the Catshark added to replace original version in the mission; turns out it could just solo the SS mission Breakneck Blitz if it wasn't unlucky so I had to nerf it a bit to be slower, no LAMS, less RoF on guns, and one less L torpedo. It still nearly solos the dang mission, might look to nerf the shells next if necessary.
- SS mission Circuit Breaker now has an improved coal factory that shouldn't be buried partially into the ground, and by virtue, also more durable. There's also another Felix bomber, and the distance that the DWG units need to travel has also been increased.
- SS mission Ace Combat has another Drake that spawns with the Piraiba, and there will now be reinforcement waves. These craft aren't necessary to kill but ignore them at your own risk; they'll pile in before you know it!


[h3]Aote[/h3]

Accuser (WF): New Priest-style APS tank. Adventure difficulty 25-85
Acolyte (WF): New Priest-style PAC tank. Adventure difficulty 20-80
Pariah (WF): New Zealot-style APS tank. Adventure difficulty 30-100
Ravager (WF): Overhauled, Priest-style APS tank. Adventure difficulty 25-100
Reaver (WF): Overhauled, Zealot-style command tank. Adventure difficulty 20-80
Karambit (DWG): New Sand Scorpions autocannon tank; adventure difficulty 25.
Khopesh (DWG): Reduced adventure difficulty.
Shotel (DWG): New Sand Scorpions tank destroyer, replaces Taipan. Adventure difficulty 45.
Pilgrim (WF): Added repair tentacles so it can actually do repair jobs.
Saviour (WF): Decoration update.
Slayer (WF): Decoration update.
Beholder (WF): Redesigned, priest-style elite tank.
Forsaken (WF): Redesigned, zealot-style standard tank.
Inferno (WF): New zealot-style tank.
Pilgrim (WF): Redesigned, cargo tank.
Rapture (WF): Redesigned, zealot-style tank.
Salvation (WF): New priest-style tank.
Smite (WF): Redesigned, zealot-style suicide tank.
Hadron (SE): Renamed to "Thor".
Jackal (SE): Fixed IFF connection.
Orion (SE): Renamed to "Janus".
Harasser (WF): Entirely remade; an armoured car using a flamethrower and a deployable nuke. Adventure difficulty 30
- Fixed an issue where an archived design was still in a pre-deployed SS fleet. Fixed for both versions of the campaign.

v4.2.0 Alpha - "The Camera Update"

HELLO DEPTHIANS.
The camera update is now in the alphatest build. Please note that by going into alphatest you fully accept that stuff can break and might be changed.
Also this update has been in testing for a very long time, we've had it at gameshows, we've watched 10000 hour veterans and 0 hour noobs; Veterans, you will be fighting your muscle memory to begin with! Noobs, don't click around randomly!
Experimental testers, thank you very much! You'll need to right click on any keymaps that have had their defaults changed in the options.

Microsoft OneDrive continues to be a royal pain. If you are experiencing issues like crashes or strange behaviours in game then please use the support system or go to the help channel in the discord or give me (Sean) a DM on there and I'll try to help! There is a workaround to bypass your Documents shell path if need be until we have a way to move the profile to avoid this in the future. Many people assume they don't have it when infact windows updates have stealth installed it and it has indeed hijacked a shell path. The issue is that it places file locks which prevents the game from being to access files it needs resulting in all manner of problems.

With that information firm in your mind, lets continue...

So rambot is now something that is an optional spawn (unless the scenario or instance is designed to have him spawn automatically. World editors, this is something you need to look out for. There are new options for spawning on spawn points and for the instance itself. You'll want to select "Player AND avatar" on any spawn points so that both the camera and the avatar can spawn there.) You can spawn rambot by pressing Shift + G by default. It's best to do this on a focused vehicle.
Heart stone energy now governs rambot's weapons. Being on a friendly vehicle will preserve the energy state but a heart stone is needed to recharge. Depending on the game mode rambot can still die if energy is 0. We'll probably be tweaking this as time goes on but to start with its very strict and something like the chaingun will burn through energy very quickly.

To select a vehicle to focus on, we look at it and left click on it. This then focuses the vehicle and uses a default orbit camera that is placed above the vehicle (if no other camera has been set.)
The little green marker here is our camera position. To unfocus the vehicle just left click anywhere off of it.



Once focused we can take control of a vehicle if a vehicle controller exists on it by pressing Left Ctrl by default. (Note all keybinds are editable in the options)

When we are in control a green vignette appears briefly. Again the opacity of this is configurable in the options.



If we right click we can control weapons. Control of weapons is indicated by a red vignette. Please note you can also click on the weapon groups now on their icons and there are more of them.



Please note the default vehicle control keys have changed to something people are more familiar with in other games.



Pressing Tab will cycle through any configured cameras.
Camera positions can be edited using these buttons (yes they are buttons) in middle mouse mode or you can store a position at your current position using Ctrl + Tab by default.



In camera edit mode you can add more advanced options to the camera. Some of these are very useful for things like fighters where you want the camera to be less aggressive!



The binoculars are now built into the camera, just use the mouse wheel to zoom in and out.

Enemy information is now displayed when you place the mouse over them. You can focus on an enemy and order an attack by left clicking on it. To unfocus just left click anywhere off it.



That's the main stuff! If I think of anything else or I'm made aware of anything else I'll add it to the stable post whenever it goes stable. Feedback can be provided in the alphatest forum on the discord. Please make sure you aren't making duplicates by using the search function before you post.

With regards to campaign there will be a few changes coming to address some of the issues raised by players. In this patch diplomacy values are adjusted. By stable the area of enemies drawn into combat will be increased to bring more of the approaching enemies into combat. Defence platforms are being added (per difficulty) to HQs, those are being worked on at the moment.

[h2]Other Patch Notes[/h2]

A lot of bugfixes and work hasn't been logged properly. We've been split between projects (announcement of a new game in Januaryish. No it is not FTD related.) and had a high amount of staff changes. Apologies for this but many, many bugs reported have been addressed. Thanks to everyone who has reported them!

[h2]Changes[/h2]
Tutorials, The initial tutorial has been split into two tutorials: one for camera controls and one for avatar controls. Other tutorials have been changed as needed.


[h2]Additions[/h2]

CRAM, 2,3,4,5 way connectors added.
Build guides, Voice overs have now been recorded and added to all build guides.
Diplomacy, Changed diplomacy material amount given to 30% value from 80% value.
Armour Refit, Added warning about requiring materials to perform the refit.

Cameras


[h2]Additions[/h2]
Camera, The camera-system has a new mode that can easily focus a construct with customisable camera points

[h2]Changes[/h2]
Camera, There is a specific free-camera mode that can be used to move the camera around the world
Camera, Construct camera points can be set to be maintained above water
Camera, Construct camera points can be set to hide your vehicle during weapon aiming if your construct gets in the way to maintain your line of sight
Camera, Construct camera points can be set to visually tunnel through your vehicle during weapon aiming to maintain your line of sight
Camera, Construct camera points can be set to move forwards when aiming to maintain your line of sight
Camera, Construct camera points can be set to ignore vehicle roll, pitch, or yaw.
Camera, Construct camera points can be named / moved / rotated.
Camera, Construct camera points can be easily 'saved' using CTRL + TAB to snap them to the current position of the camera
Camera, Construct camera points can be easily 'loaded' using TAB to snap the camera to the saved position
Camera, Construct camera points can be easily moved using WASD ALT and SPACE when not driving vehicles
Camera, Primary camera modes can focus enemy vehicles by left clicking on them.
Avatar, The avatar has been made optional. You can spawn/dismiss the avatar easily in most game modes.
Avatar, The avatar uses energy when firing his avatar weapons. When his energy is below 20% his weapon will not fire. Heartstones are used to replenish energy. Energy will is used for life support when away from a friendly vehicle.
Avatar, The binocular item has been removed. Zooming is available at any time in any of the primary camera modes by using the mouse wheel.

Vehicle control. When your avatar is on a vehicle or your construct-mode camera is activated on that vehicle you will control whichever vehicle controller is closest to the camera. This is to make it easier to drive a vehicle without needing an avatar present/in position.
Vehicle control, CTRL activates/deactivates vehicle control mode
Vehicle control Vehicles are now driven using the WASD (QE) (FR) (TG) keys not UHJK (YI) (IK) (OL) as before
Vehicle control There is now a green vignette in the corner of the screen when in vehicle control mode to remind you that you are in vehicle control mode

Weapon control When your avatar is on a vehicle or your construct-mode camera is activated on that vehicle you will be able to control all weapons on the vehicle.
Weapon control Right click activates/deactivates vehicle weapon mode
Weapon control There is no 'off' / 'AI' slot for weapons anymore. Deactivate (right click) weapon mode to stop aiming/firing.
Weapon control With the mouse cursor visible (middle click) you can aim weapons using the mouse cursor. In free look mode you can aim weapons using the centre-of-screen cross hair.
Weapon control There is now a red vignette in the corner of the screen when in weapon control mode to remind you that you are in weapon control mode

[h2]Campaign Log Dump - Note there could be duplicates[/h2]

There are more updates due over the next month or two that'll trickle in via small updates.
Thankyou to Kotl, Kotl helpers and players who have worked on bounties!

[h2][Neter][/h2]

Ransack (DWG): Removed decorative, non-functioning guns. Primary APS ammo updated to incendiary, other minor updates. Adventure difficulty increased to 20-40 from 15-35.
Ennui (TG): Overhauled; still retains its original design concept but now with more modernized technology. Difficulties unchanged.
Lachesism (TG): New godly sub; a large weapons platform using PAC/APS with complementary spotter drones. Adventure difficulty 70-100.
Armageddon Protocol (SD): New godly plane; twin Velocity planes that deploy nukes capable of pursuing targets at any altitude, including underwater and in space. Adventure difficulty 60-100.
Updated Felix vehicle controller to be for air units.
Pulverizer (WF): Removed non-functional laser tracer, replaced with wireless snooper, added 1 extra GPP for 100% efficiency.
Conduit (LH): Updated with repair tentacles to handle build jobs.
Current (LH): Retired as Conduit now handles all its functions.
Gamma Squad (LH): New submarine, easy difficulty; a trio of PAC submarines. Adventure difficulty 20-40.
Aurora (SS): Fixed invisible glass on cockpit.
Novgorod (SS): Updated scuttling to properly scuttle when sitting on water.
Kobold (GT): Minor, generalized updates.
Wasp (GT): Fixed scuttling to properly scuttle when landing in water.
Hypernova (SD): Fixed a couple untethered decos.
O.C.P.L.A.C. (SD): Potential fix for spawning too high and failing to stabilize before hitting gravity.
Complementary nuke BP and singular version of the Velocity nuke carrier have been added to files.
Sinners Luck (DWG): New godly difficulty ship; large houseboat-style with a plethora of CRAM broadsiding. Adventure difficulty 20-40
Tug of War (DWG): New godly difficulty ship; large gun platform with a spinal-mounted, high RoF APS cannon. Adventure difficulty 20-40
Stronghold (OW): Firing restrictions set for turrets, tuned active defenses.
Warden (OW): Minor aesthetic updates.
Pontus (WF): Bugfixes from previous committal.
Firefly (LH): Retired, replaced by Thunderbolt (see below)
Gigawatt (LH): New hard difficulty ship; a large water skimmer with a plethora of weaponry. Adventure difficulty 55-75.
Skyscraper (LH): Aesthetic overhaul; this is a cosmetic building.
Thunderbolt (LH): New medium difficulty plane, replaces Firefly. Adventure difficulty 15-35
Tempest (LH): Updated with missile decos, improved laser efficiency, and reworked surge protector layout.
Asphodel (SS): Updated missile settings, improved armouring, redesigned radar dish somewhat
Balmung (SS): New hard difficulty ship; alongside Nothung (see below), replaces Rhea. Adventure difficulty 55-75
Cyclone (SS): Updated hydrofoils and fixed turning issues it may have had.
Nothung (SS): New hard difficulty ship; alongside Balmung, replaces Rhea. Adventure difficulty 55-75.
Reefshark (SS): Various fixes/improvements alongside changes to AI behaviour.
Rhea (SS): Retired, replaced by Balmung and Nothung.
Nimbus (GT): Updated missile interceptor parameters.
Onslaught (GT): Improved roll control.
Peacekeeper (GT): Now serves as the HQ for Tribe of the Iron Storm. Any other spawning of it has been removed.
Venator (GT): Overhauled, but still retains its difficulty levels. (Medium, adventure difficulty 45).
Crucible (SD): Fully retired, info removed from editor. BP remains in files.
Lepton (SD): Minor updates.
Davy Jones Outpost (DWG): Fixed some odd paint and refinery piping.
Smoker (DWG): Optimised AI connection (DWG economy saved)
Buzzsaw (WF): Saws should now spin properly.
Earth Raker (WF): Melee weapons should now spin properly.
Pontus (WF): Redesigned, now uses steam drills.
Black Current (SS): Fixed frontal VLS altitude restrictions.
Guernsey (SS): Greatly improved in terms of weaponry and aesthetics; should spawn in the water more appropriately to not smash into its spotter plane subvehicle.
Alchemist's Lair (GT): Adjusted scuttling.
Magnetar (SD): Added scuttling and speed metrics.
Fishing Hole (DWG): May be a repost of one that was previously submitted, but the fortress has been vastly overhauled.
Sinner's Outpost (DWG): Redesigned; this version has also replaced the version used in the DWG story missions. In turn, the duplicate Sea Cobra in those missions has been removed.
Halberd (OW): Fixed disconnected AI/detection pieces.
Stronghold (OW): Heavily updated; firepower focused back on CRAMs, slightly improved AA, reduced block/volume count slightly.
Warden (OW): Redesigned, but retains its original purpose.
Wrecker (WF): Redesigned and modernized; difficulties unchanged.
Amusement (TG): Redesigned; difficulties unchanged.
Euphoria (TG): Breadboard logic fix for PAC.
Impulse (TG): Breadboard logic fix for PAC.
Cherenkov (LH): Minor updates, should shoot itself less.
Conduit (LH): Redesigned, still remains a cargo craft.
Coulomb (LH): Redesigned, burst laser hydrofoil ship. Medium difficulty, adventure difficulty 40.
Aerotyrant (SS): Fixed hole in windshield.
Sacrilego (SS): Minor deco fix.
Stralsund (SS): Corrected missile interceptor receiving on wrong channel.
Watchman (SS): Redesigned; difficulties unchanged.
Crivetz (GT): Redesigned; medium difficulty.
Nimbus (GT): Redesigned; hard difficulty.
Pelekan (GT): Iron Pelican replacement; hard difficulty.
Pyre (GT): AI fixes.
Warbird (GT): Redesigned; medium difficulty, may increase in difficulty with future updates.
Casimir (SD): Redesigned; medium difficulty, adventure difficulty 16.
Lepton (SD): New SD drone, replaces Star Cry; hard difficulty, adventure difficulty 10.
- RZ descriptions for Quest for Neter have gotten some grammatical fixes.
- Removed Annotations from Kookie Kestrel, Peacebreaker, and TGS version of Ghost
Fixed scuttling for LH Cherenkov.
Updated scuttling for Sunfish and Monkey Barrel.
- Updated default Ghost with a more optimised shell.
- Added Ghost TGS variant to a new built-in folder.
- Attack on Conger MP mission actually spawns the Conger appropriately now.
Fishing Hole (DWG): Entirely redesigned, heavily improved in both functionality and aesthetics. It even has fish!
Veles (WF): Redesigned; a large, Zealot-style rammer with melee PACs and grinders. Hard difficulty, adventure difficulty unchanged.
Disgust (TG): Various LWC fixes, updated missiles.
Fear (TG): Overhauled with a new torso, major cosmetic updates.
Gravitas (TG): Added mainframes to shield plates.
Black Current (SS): Updated towed decoys to (hopefully) not get stuck, minor aesthetic updates
Bullshark (SS): Potential fix for missiles getting stuck.
Megalodon (SS): Air pumps should now always remain active.
Aardwolf (GT): Improved EMP protection, steam engines more efficient.
Hobgoblin (GT): Comprehensive overhaul to upgrade weaponry. Difficulties unchanged.
Iron Gate (GT): Entirely remade; hard difficulty, adventure difficulty unchanged.
Thunderclap (GT): Entirely remade; godly difficulty, adventure difficulty 80.
Venator (GT): Deco cleanup, EMP insulation improved, block optimization.
O.R.I.O.N. (SD): New small bombardment satellite using APS as its weaponry. Easy difficulty, adventure difficulty 20
Proctor (OW): Updated firing restrictions, should shoot itself less.
Cherenkov (LH): Slightly increased missile firepower, EMP routing protection improved, removed disconnected invisible missile gantries.
Asphodel (SS): Further updates to the recently-submitted version; I apparently forgot to commit this.
Bullshark (SS): Potential fix for missiles getting stuck.


[h2]Story Missions[/h2]
- Player stock craft have been improved/stabilized and use the updated connection logic.
- Player stock aircraft (Kookie Kestrel, Peacebreaker) now have an ACB to set main drive to 100% at the start of the mission. This is to prevent possible nosediving/instability before the player can react.
- SM (story mission) designs are now using the updated connection logic. Most that used mimics have had those converted to deco, improving performance slightly by virtue of lower block count.
- Most if not all SM craft should now have more appropriate scuttling.
- Some SM craft had superfluous components that weren't needed for the missions (such as flares) and these have been cleaned up a bit, which should improve performance on some missions. Note that there may still be a few flares and such.
- SM craft using APS have had some range restrictions applied in some cases to reduce the likelihood of a cheap shot ruining the mission.
- Most SM ships now desire a shorter broadside range for engagement, should help improve interaction.
- Material allowance for most missions and par times for a few missions have been adjusted a bit.
- Some spawns in missions have been made a little closer to improve interaction time, others have different spawn locations for follow-up waves to make it less likely for them to spawn on/adjacent to the player.
- DWG mission Cargo Calamity now has 3 Shrikes in its second wave rather than 2 Shrikes and a Felix.
- SS mission Martyrdom now has an additional Martyr in the last wave.
- New mission version of the Allegiance to replace the original version in the SS mission A Prowler's Torment. No actual changes aside from the aforementioned range adjustments.
- New mission version of the Chorus to replace the Retarius in the SS mission A Hornet's Memoir. This version is heavily altered to use propellers instead of jets, and missiles also adjusted. Other superfluous parts not needed for story missions was also removed. The mission also features another Harpoon in the second wave.
- New mission version of the Catshark added to replace original version in the mission; turns out it could just solo the SS mission Breakneck Blitz if it wasn't unlucky so I had to nerf it a bit to be slower, no LAMS, less RoF on guns, and one less L torpedo. It still nearly solos the dang mission, might look to nerf the shells next if necessary.
- SS mission Circuit Breaker now has an improved coal factory that shouldn't be buried partially into the ground, and by virtue, also more durable. There's also another Felix bomber, and the distance that the DWG units need to travel has also been increased.
- SS mission Ace Combat has another Drake that spawns with the Piraiba, and there will now be reinforcement waves. These craft aren't necessary to kill but ignore them at your own risk; they'll pile in before you know it!


[h2]Aote[/h2]

Accuser (WF): New Priest-style APS tank. Adventure difficulty 25-85
Acolyte (WF): New Priest-style PAC tank. Adventure difficulty 20-80
Pariah (WF): New Zealot-style APS tank. Adventure difficulty 30-100
Ravager (WF): Overhauled, Priest-style APS tank. Adventure difficulty 25-100
Reaver (WF): Overhauled, Zealot-style command tank. Adventure difficulty 20-80
Karambit (DWG): New Sand Scorpions autocannon tank; adventure difficulty 25.
Khopesh (DWG): Reduced adventure difficulty.
Shotel (DWG): New Sand Scorpions tank destroyer, replaces Taipan. Adventure difficulty 45.
Pilgrim (WF): Added repair tentacles so it can actually do repair jobs.
Saviour (WF): Decoration update.
Slayer (WF): Decoration update.
Beholder (WF): Redesigned, priest-style elite tank.
Forsaken (WF): Redesigned, zealot-style standard tank.
Inferno (WF): New zealot-style tank.
Pilgrim (WF): Redesigned, cargo tank.
Rapture (WF): Redesigned, zealot-style tank.
Salvation (WF): New priest-style tank.
Smite (WF): Redesigned, zealot-style suicide tank.
Hadron (SE): Renamed to "Thor".
Jackal (SE): Fixed IFF connection.
Orion (SE): Renamed to "Janus".
Harasser (WF): Entirely remade; an armoured car using a flamethrower and a deployable nuke. Adventure difficulty 30
- Fixed an issue where an archived design was still in a pre-deployed SS fleet. Fixed for both versions of the campaign.

4.1.2 Bugfixes

Fixes:
APS, [BUGS-3940] [BUGS-4144] APS ammo intakes are checked more frequently, reducing inaccuracy at low calibers in cases where intakes are the throughput limit.
APS, Fixed builtin shells created by the client not showing up at the host in multiplayer games.
Steam, [BUGS-4137] Fixed steam crank generators connecting even when placed at a 90° rotation.

Stable 4.1.1

What is up Depthians!

A small update to the standard sable branch that fixes a few issues mainly directed towards multiplayer APS.

Changelog

    [h2]Additions[/h2]

    [h3]Misc[/h3]
  • Added the ability to teleport to craft via the C menu
  • There is now a button on flag posts to determine if the flag texture is flipped on the other side

    [h2]Changes[/h2]

    [h3]Misc[/h3]
  • Increased the max size on hologram projectors from 100x100 to 350x350

    [h2]Fixes[/h2]

    [h3]Multiplayer[/h3]
  • Fixed client avatar repair tentacles always working, despite being turned off
  • Fixed spray painter not being synced
  • Fixed starting vehicle possibly spawning under ground in land adventure
  • Fixed various problems with clearing clips and loaded shells not being synced
  • Fixed clearing clips now works for both host and client

Set the world on fire! Stable 4.0 Update

What is up Depthians!
Exciting news – the long-awaited fire update has arrived in the stable branch! Now, alongside flamers, incendiary options for CRAM, APS, missiles, and even lasers are at your disposal.


As we dive into this blazing update, let's extend a warm welcome to four talented programmers joining our team! And before we ignite into showcasing the new features, we must express our deepest gratitude to our player base and the special community that supports us. We extend heartfelt thanks to Kap, also known as neekap, for crafting stunning new load screens, and to JustAWrench, Kev1n, Hawkins656, ApertureGaming and Lathland for presenting some epic clips that captures some fiery battles. We recognize the considerable effort involved in setting up these clips in-game, capturing angles, scenes, and the meticulous editing process.

[previewyoutube][/previewyoutube]
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Rorsten will also be streaming at 2pm-5:30pm EDT to showcase and answer any questions about fire mechanics. Link to Rorstens Twitch https://www.twitch.tv/rorstenvt


On to this hot fiery update!
Fires inflict continuous damage and often pack more raw power than high-explosive rounds. They prove particularly effective against fast-moving targets above water, although their efficiency diminishes underwater. Additionally, fires weaken enemy armor, making them ripe for subsequent assaults.

You can now monitor fire activity on your or your enemy's vessel by pressing "V" while targeting and accessing the Fires tab, which displays active fires, remaining fuel, and oxidizer levels.


Utilize the debug fire tool by pressing "Z," selecting "debug fire," and then choosing a slot in your tool belt (Designer mode).


For convenience, customize the fire debug tool settings by selecting it in your tool belt and pressing the right mouse button to access further adjustments.


Flamers, being cost-effective and compact, lack effective countermeasures. However, their short range and gradual damage via fire ignition are notable drawbacks.



Furthermore, lasers now possess the ability to ignite blocks, and fire size adjustment is achievable with the Superheating Module. CRAMS now have Incendiary pellets, APS has been given Incendiary head and body modules, Missiles have also been given Incendiary modules. All except lasers can have incendiary and oxidizer adjusted.


Stay vigilant and adapt your strategies to harness the power of this fiery update!

Changelog

[h3]Fires[/h3]
  • Added fires. A fire is a group of cells that take damage over time. Cells below the waterline are extinguished
  • Fire damage taken reduces the armor value of blocks, to a minimum of 1. X% total health taken as fire damage = (1-X)% armor left
  • Fires spread when they destroy blocks, or if they have lots of fuel relative to their size
  • Fires have 3 properties: fuel, intensity and oxidizer
  • Fuel determines how much total damage a fire can do. The baseline is 1 fuel = 1 damage
  • Intensity determines how much fuel/s a fire uses for every burning cell, and reduces the damage reduction of fire resistant materials. Fuel used/sec/burning cell is 1.5
  • INTENSITY
  • Oxidizer doubles the armor reduction effect of fires (50% fire damage taken reduces every block to 1 armor), and makes it possible for them to burn under water
  • At 20 intensity 1 oxidizer is used for every 4 fuel over water, 1 oxidizer for every 2 fuel below water. Every 10 intensity increase also increases oxidizer use by 1/3 of the base
  • Blocks have 2 new properties: fire resistance and flammability
  • A fire with intensity below the block's fire resistance does reduced damage to that block. Damage multiplier: (INTENSITY - RESISTANCE
  • 0.15) / (RESISTANCE
  • 0.85), 0-1 range.
  • Blocks with flammability above 0 add fuel to the fire for every unit of fuel used. Intensity of the fuel added is the block's fire resistance
  • Wood has 10 resist and 80% flammability, 1 cell taking damage from a 100 fuel, 50 intensity fire: 25+60=85 fuel left, new total intensity is ~21.76
  • Blocks generally have 10-60 fire resist, and 0-80% flammability
  • High speed fans the flames, increasing fire damage done/fuel
  • Big fires choke themselves out, reducing damage done/fuel. Reduction starts at 5000 total burning cells on a vehicle, minimum efficiency is 30% of the original.
  • Added incendiary bodies to APS and missiles and incendiary pellets to CRAM. Their intensity range is 20-40, and they can also pack oxidizer
  • APS and missile impacts ignite a fire around the explosion point
  • Fires have an IR signature, a function of total fuel and intensity. IR guidance and AI hot point targeting can target individual fires
  • A burning block colliding with another construct spreads the fire to it
  • Added a tab to the V menu showing all the active fires on that vehicle/structure
  • Added a designer-only character item for igniting fires
  • Destroying fuel tanks ignites fires, fuel of the fire depends on the fuel level of the vehicle. Intensity is 20
  • Destroying steam boilers and controllers creates fires, and weaker explosions. Intensity is 20, fuel is a function of the steam in the boiler chain


[h3]Flamers[/h3]
  • New weapon system: flamers
  • Flamers use fuel, and ignite fires at short range. Cheap and compact for the firepower
  • Flame speed is ~300 m/s, maximum range is ~400m
  • 2 main block variants, both 1x1x4m beams: connection point in the back with +-35° azi and elevation range, connection point at the bottom with 360° azi and -10° to 89° elevation range
  • Pipes connect the main blocks to tanks
  • 3 tank types: fuel, oxidizer and catalyst. They increase fuel/oxidizer throughput and intensity
  • Intensity without catalyst tanks is 20. 2:1 fuel:catalyst tank ratio is 30 intensity, 1:2 is 50, ...
  • 2 tank sizes: 1x1x1 and 1x3x3. Smaller tanks are more compact and more expensive for the firepower
  • Tanks can be chained, they can only connect to tanks of the same size and type
  • Destroying flamer tanks ignites fires
  • Tank lines have to be pressurized by adding compressors to their end
  • Compressors use power, and have a variable power use
  • Flamer pressure is the weighted average of the pressure of individual tank lines. Lower pressure means slightly lower range


[h3]Lasers[/h3]
  • Lasers have intensity instead of AP, and they are mitigated by fire resistance instead of armor. Damage multiplier is RESIST / INTENSITY, capped at 1
  • Lasers ignite fires when they destroy blocks. Fuel of the fire is determined by flammability of the blocks destroyed, intensity by fire resistance
  • Laser base damage is reduced to 50%, and smoke/shield reduction is much weaker
  • Laser damage counts as fire damage, also reduces armor of the blocks damaged
  • Laser fires don't add any oxidizer
  • New laser component: superheating modulator. Can be placed on combiners, reduces base damage to a minimum of 75% and increases fuel of fires ignited to a maximum of 250%
  • Short range combiner ranges from 100-500 to 150-600

[h3]Misc[/h3]
  • Wood base health up from 180 to 200
  • Impact damage gets the same boost as explosions under water
  • Local weapon controllers now have an alternate mode, they can control weapons up to 4 cells away in 2 directions
  • Steam pipe durability increased
  • Propeller hub overlay is only displayed in build mode
  • Increased particle cannon damage output by ~4.2%
  • Added target prioritisation options for plasma and flamer firepower
  • APS projectiles have 20% more health
  • APS flak damage reduced by ~11%
  • APS flak warhead renamed to munition defense warhead, flak damage to anti-munition damage
  • Missile interceptors do 20% reduced damage to projectiles under water
  • Maximum turbocharger power/fuel bonus up by ~11%
  • Limited maximum ring shield destruction energy to EFFECTIVE_AREA
  • 3000 (intensity is unchanged, 6)