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Stable 3.0.9

Hey Depthians!
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

Stable 3.0.8


Hey Depthians!



More bug fixing and minor changes.


Changelog


[h2]Additions[/h2]

[h3]Autosave[/h3]
  • Added an auto-save feature that runs in designer and multi-player designer. This will save many time-tagged versions of your vehicle.

[h3]Steam[/h3]
  • S and M pistons now have arrows marking their in- and outputs


[h2]Changes[/h2]

[h3]Special effects[/h3]
  • Better muzzle flash for the simple weapons

[h3]UI[/h3]
  • Adjusted the UI so that tables are generally displayed with equally spaced columns
  • Tweaked the names of some missile components to be more consistent with their use of capitalization, and a bit shorter


[h2]Fixes[/h2]
[h3]Adventure[/h3]
  • Fixed a UI bug if you move beyond the usual limits of the Neter map in adventure mode

[h3]APS[/h3]
  • Fixed an issue with cooling not being fully utilized at very high rates of fire

[h3]Campaign[/h3]
  • Fixed various situations where the campaign AI would break if a fleet died at the wrong moment

[h3]Missiles[/h3]
  • The 'thrust before locking' parameter is now saved/loaded correctly in missile's blueprints [BUGS-2583]

[h3]Multiplayer[/h3]
  • Board section capture progress now properly loads in a multiplayer campaign
  • The performance of the player in previous battles now correctly loads in a multiplayer campaign (helps to tune the difficulty)

[h3]Steam[/h3]
  • Crank generator adds and displays the correct flat kinetic loss
  • Turbines do not keep the last minor fractions of the kinetic energy almost indefinitely

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After 6 years in Early Access, the sandbox vehicle building game From the Depths has officially released.

Read the full article here: https://www.gamingonlinux.com/2020/11/with-deep-sandbox-building-options-and-lots-of-content-from-the-depths-is-out-now

Stable 3.0.7

Hey Depthians!!

Another sweet round of changes and fixes.

Changelog

[h2]Addition[/h2]
[h3]STEAM[/h3]
  • New setting for gearboxes: RPM limit
  • New setting for steam valves: close on breach. When enabled they shut down if either of their sides has a non-vent steam exhaust

[h2]Change[/h2]
[h3]MAP[/h3]
  • UI markers showing how to capture/defend territory is now only shown when a fleet is selected

[h3]MISSILES[/h3]
  • Missile trails are less colourful and more realistic

[h3]STEAM[/h3]
  • Crank generator RPM-based kinetic loss reduced to 1/3. The crank generator gets a flat kinetic loss, crank wheel RPM-based kinetic loss increased. At low speeds, multiple generators do not increase e
  • Gearbox flat kinetic loss reduced to half. Lower piston count engines are slightly better
  • Large turbine kinetic loss down by 10%, small turbine loss up by 20%. Minor output change mostly affecting long turbines, large ones get a slightly bigger boost to compensate for being harder to fit
  • Steam jet maximum thrust up to 10000, maximum steam use to 5000/s, cost to 1000
  • Transmission motors renamed to crank motors

[h3]WEAPONS[/h3]
  • The material-limitation preventing to fire when there’s not enough material/energy is now preventing to reload for APS, CRAM, missile and simple weapons (they can now fire despite the limitation if they are already reloaded)


[h2]Fix[/h2]

[h3]ADVENTURE[/h3]
  • There is a limit on the maximum volume of enemy units that will spawn simultaneously in adventure mode.

[h3]BLOCKS[/h3]
  • Engine crankshaft block can now be placed either way around
  • It’s now a bit easier to see which way around the electric engine should be placed

[h3]BLUEPRINTS[/h3]
  • Fixed a very uncommon issue causing some old blueprints not to load

[h3]BUILDING[/h3]
  • The markers showing connection points no longer disappear when you zoom all the way in

[h3]SPECIAL EFFECTS[/h3]
  • The smoke generator will not switch to ‘fire’ mode anymore when using Shift+P or being repaired [BUGS-2720]

[h3]STEAM[/h3]
  • Fixed an inaccuracy causing multiple boilers attached to the same pipe section outputting more than 1000 steam for 1 material burned
  • Fixed blocked steam propellers not getting their efficiency reduced accordingly
  • Fixed gearbox max power display jumping around under variable load (calculation now runs on the same thread as power generation)
  • Fixed some vent and valve setups causing steam usage to go down
  • Fixed transmission outputs having a flat kinetic loss on top of the one scaling by their speed
  • Propellers and transmissions only connect to matching sized cranks
  • Steam jets can now connect anywhere pipes can
  • The piston sounds of the steam engine are now at the correct Hz
  • Valves now correctly show and track their output when they are connected to plain pipes with exhausts

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