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From The Depths News

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Stable update 3.0.2 A bug fixing round.

Hey Depthians!

A quick bug fixing round, sorry no new toys :'( but plenty of multiplayer fixes.

Changelog



[h2]Addition[/h2]
[h3]CAMPAIGN[/h3]
  • Added in little UI tips showing your creator types, cargo types, and some hopefully useful resource warnings
  • Strategic AI will scuttle vehicles that haven’t done anything useful in a while

[h2]Change[/h2]
[h3]CAMPAIGN[/h3]
  • Changed how the fleets are assessed for usage in fights to make the AI more likely to engage large groups of enemies
  • Changed how the strategic AI chooses what to build to favour important tasks more
  • Improved performance for strategic AI pathfinding
  • Strategic AI pathfinding tweaks

[h3]UI[/h3]
  • Character sheet UI updated

[h3]VISUALS[/h3]
  • Changed the jet, CJE, propeller, ion thruster, torpedo and missile visual effects

[h2]Fix[/h2]
[h3]AVATAR[/h3]
  • Fixed the minigun textures and tidied up minigun code a bit

[h3]CAMPAIGN[/h3]
  • Fixed issues with AI fleets that consist of both flying and not flying vehicles. AI will now correctly use Sal’s fleet
  • Lots of bug fixes that I can’t remember
  • The AI no longer places extra unnecessary resource harvesters next to HQs
  • The AI will no longer create multiple jobs to capture the same board sections simultaneously
  • Various strategic AI fixes

[h3]CJE[/h3]
  • [BUGS-2696] the ‘fuel’ usage out of play for movement using CJEs now properly considers how much of each CJE was being used for the generator.

[h3]LUA[/h3]
  • Main drive will now properly be set to 0 when calling RequestControl with the MainPropulsion type and value 0

[h3]MAP[/h3]
  • You can no longer see the waypoints of enemy teams

[h3]MULTIPLAYER[/h3]
  • Corrections made to the out of play repairs for both standard block damage and the ‘extra damage’ AI fleets receive in offscreen combat with each other
  • Fixed the synch of avatar weapons when one of the players has a mod installed- it used to knock the items out of order and cause mayhem.
  • Fleet positions are now calculated on the server and synched to the clients as and when necessary
  • Force deletions on the server are now more reliably executed on the clients
  • Misc improvements to the multiplayer lobby and some issues removed
  • Player team units following waypoints will now let the server decide when a waypoint has been reached, and that is synched to the clients
  • The Blueprint Spawner block now functions fully in multiplayer
  • The strategic AI state in a multiplayer campaign save is now correctly loaded and applied on the server, rather than creating a fresh state each time
  • Various important multiplayer synch fixes and bug fixes

[h3]PREFAB[/h3]
  • Hover Frame prefab changed and fixed.

[h3]SHARD CANNON[/h3]
  • Shard cannon no longer destroys itself.

[h3]TRANSITION BLOCKS[/h3]
  • Hard edge fixed on some models. Should stop the wavy effect seen sometimes.

[h3]WINGS[/h3]
  • Fixed the display of the centre of lift. It now displays the centre of lifts any/all of the 6 directions, as applicable.

[h2]Removed[/h2]
[h3]AVATAR[/h3]
  • The ‘telekinesis torque’ player item has been removed

Borderwise testing streaming

Sorry if this pops up but steam is really unhelpful in setting this up :P

Steam experimental build in Beta Test!

Hey Depthians!

We are releasing an experimental build to beta test which will have the steam overhaul. We will publish the change logs soon.

STABLE 3.0.1 CAMO AND CJE POWER!

Hey Depthians!

We know most of you have been waiting eagerly for the Camo and CJE power/energy generation, and we thank you as always for your patience and support!

This update also has a number of voice-overs for our tutorials with more coming soon! A load of music and you can now play adventure with your mates in multiplayer! I wish I had friends now :'(

You may be thinking why are those CJE’s not in the usual orientation facing the front with the exhaust towards the back, and this is because they now have another function and that is generating power or energy.




By no means are these two made optimally, that’s for you all to figure out :p but they do generate a decent amount of power or energy for their size and fuel consumption. Hoping to see some optimal builds from you, good peeps!

I guess I should wrap this up with some more epic news and that is the ability to skin our constructs and not the White Flayer way.

The first screenshot is showing my Green Hornet, its hull colour slot 21 and the “cockpit” paint slot is 2. It’s looking quite dull right?


But what about now?


In this instance, I did not want the “cockpit” colour which is slot 2 to have any camo texture so I turned that off by right-clicking on the paint slot 2 “Enable camouflage for this colour” to off. I also turned off any paint colour in slot 21, which allows me to increase or decrease the alpha of the camo texture. Had I left “apply paint over the top of the camo layer”, the alpha would increase or decrease the actual colour set on slot 21, so if you are unable to see the camo while you have the paint active I would suggest decreasing the paint alpha until the camo is visible.

You can access the skinning section by pressing V on your construct and “Camouflage textures” tab, and choose which material should take the camo skin. Even wing parts can be skinned!!


Changelog

[h2]Addition[/h2]
[h3]CAMO[/h3]
  • Added a camouflage texture skin system for adding skins to alloy, metal, heavy armour and wing blocks on the vehicle. Press V to engage with it.
  • Added non-PBR support for camo textures
  • Vehicle colour palettes now include an option for each colour to disable/enable the rendering of the new camo textures on blocks painted that colour
  • You can also decide whether you want the paint on top of, or below, the camo

[h3]CUSTOM JET GENERATOR[/h3]
  • ACB commands added for switching between jet generator output modes (power/energy), and for changing the maximum thrust reserved
  • Generator reserves a fraction of the custom jet’s maximum thrust and generates up to THRUST_RESERVED
  • 0.05 power or energy/second
  • Generators are 3x3x1 and 1x1x1 parts fitting the main block’s line, costs are 100 and 20 materials
  • New block for both custom jet sizes: generator

[h3]MULTIPLAYER[/h3]
  • Adventure mode can now be played multiplayer

[h3]TUTORIALS[/h3]
  • Added a voice over for the APHE cram tutorial
  • Added a voice over for the APS build guide
  • Added a voice over for the Carb engine tutorial
  • Added a voice over for the Injector engine tutorial
  • Added a voice over for the laser build guide
  • Added a voice over for the resource management tutorial
  • Added a voice over for the strategic control tutorial
  • Added a voice over for the Vertical Launch missile tutorial

[h2]Change[/h2]
[h3]CIWS[/h3]
  • Anti missile cannons can now target and damage CRAM shells. Max diameter slider up from 1000 to 2000mm