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From The Depths News

Beta Test 3.0.0!

Beta test is now 3.0.0!!

Changelog


[h2]Addition[/h2]
[h3]TUTORIALS[/h3]
  • Building tutorials are now better at figuring out whether a placement is functionally equivalent to the recommended placement and allowing it
  • The rotation instructions in the building tutorials have been tweaked to be a bit more clear
  • The tactical control tutorial now has a voice over

[h2]Change[/h2]
[h3]MANUALS[/h3]
  • Many updates and tweaks to the in-game manuals and how they are displayed
  • The manuals are more usefully integrated into the inventory now

[h3]STRATEGIC AI[/h3]
Strategic AI now uses a finer pathfinding grid- all custom campaigns must recalculate the grid in the ‘garrison’ tab of the map editor
[h2]Fix[/h2]
[h3]ACHIEVEMENTS[/h3]
  • Fixed the achievement for declaring war on an ally
  • Fixed the Oynx watch HQ achievement for QfN

[h3]AI[/h3]
  • The empty manoeuvre routine no longer bothers to check for ‘out of control’ state

[h3]CAMPAIGN[/h3]
  • AI scuttling rules for distance now only take effect if the unit is moving away from all of your units at least 5 m/s
  • Capturing a board section now takes 10 minutes (1 minute at x10 speed), this gives the AI more time to respond.

[h3]DUCTS[/h3]
  • Set EMP susceptibility and resistivity values to match parent blocks.

[h3]MULTIPLAYER[/h3]
  • A number of adventure mode (beta_test only) issues fixed that resulted in clients not spawning properly or receiving incorrect data
  • Fixed an AI exception on clients in multiplayer
  • Players who are not in an adventure mode (beta_test only) session have their previously saved positions wiped (when saving) so they don’t end up spawning in the middle of no-where should they join a future session

2.9.9 Achievements and the usual fixes :)

Hey Depthians!

A quick sneaky update and a new addition...Achievements xD

Changelog


[h2]Addition[/h2]

[h3]ACHIEVEMENTS[/h3]
  • Added a stats and achievement viewer, accessed from the main menu single player tab
  • Added achievements (32 of them) for defeating faction HQs in Quest for Neter on various difficulties.
  • Added an achievement for building up 1 million explosive combo damage (in campaign/adventure/missions of built-in planets with standard game constants)
  • Added an achievement for doing high damage per second in a campaign battle
  • Added an achievement for getting a unit with maximum radar range in campaign
  • Added an achievement for getting into a 3-way battle in campaign
  • Added an achievement for going 150m/s under 500m in designer, in your own vehicle
  • Added an achievement for killing 20 planes in the campaign, story mission or adventure mode (in built-in planets with standard game constants)
  • Added an achievement for RTG usage
  • Added an achievement for Scarlet Dawn kills in campaign and adventure
  • Added an achievement for shooting down 1000 missiles in built-in campaigns/missions/adventures with standard physics
  • Added an achievement for winning a battle in the campaign where you bring approximately an x10 smaller force and defeat the enemy with approximately 60% of your force intact
  • Added in achievement for saving a huge sub-object (i.e turret)
  • Added in two achievements for creating and gifting commodities in campaigns
  • Added in two achievements for killing large and small godlies in (fixed difficulty) campaigns/missions/adventures in built-in planets

[h2]Change[/h2]
[h3]LUA[/h3]
  • Lua missile transceiver cost to 100 (from 2000). Lua missiles are now affected by ECM unless they have an intact cable connection

[h3]UI[/h3]
  • Updated the enemy spawning UI for designer

[h3]CAMPAIGN[/h3]
  • Damage difficulty for all preset difficulties is now 1 (easy was 0.4, hard was 2, godly was 4). You can still edit this slider in ‘custom’ if you want.
  • In the campaign, the kill to death ratio used to adjust difficulty is now only calculated for blocks destroyed on a vehicle with >85% health. This should get a better estimate as below 85% health the fate of most vehicles is sealed.

[h3]CIWS[/h3]
  • CIWS damage multiplier down from 2.5x to 2x
  • Flak damage up from 50% of HE to 85% of HE. Increased armour effectiveness bonuses against flak and the customizer tooltip now shows that flak is weak against armour
  • Kinetic projectiles now do not check the angle of impact against missiles and CRAM shells. Damage is noticeably higher/more consistent, performance increased

[h3]DAMAGE[/h3]
  • Frag AP up from 3 to 4. The buff paired with ricochet changes was not enough to keep frag close to HE damage
  • HE mechanics adjusted so it does less damage with lower variance, and smaller HE is comparatively better. Geometry is more important(hits on flat walls relatively weaker, in tight places stronger)
  • HE scaling adjusted to make huge explosions slightly stronger
  • Missile impact damage done for each m/s speed up by ~11%

[h3]LASERS[/h3]
  • Base AP without frequency doublers up from 20/30 to 40/60 AP (pulsed/continuous)
  • Frequency doublers give 1 AP if there are 100/150 pumps in the system, down from 180/270
  • Laser cavity capacities down to 5/6 the previous value
  • Non-armoured optic variants have 300 health and 60 armour, up from 250/40
  • Pumps convert 30 power into 24 cavity energy/second, down from 30
  • Short-range combiner armour up from 50 to 60

[h3]LEADERBOARDS[/h3]
  • All old leaderboards wiped
  • Leaderboard UIs updated and added, where applicable, to the debrief screen and mission launch screen
  • Missions and campaigns with leaderboards will now frequently check to see your game configuration constants are standard and offer you the choice to reset them or opt-out of the leaderboard
  • New leaderboards added for all DWG and SS missions. Quest for Neter retains it’s four leaderboards

[h3]MISSIONS[/h3]
  • Mission allied units are now all configured so they spawn full of material but you cannot resupply from them, build on them, scrap them or retrofit them. This is an optional setting, should custom campaigns need different settings for allies.

[h3]NETER[/h3]
  • Fixes to board section capture locations, many of which were erroneously on land, sorry about this

[h3]SCUPPERING[/h3]
  • The old ‘fleeing’ check that would kill a unit that was deemed to be running from battle has been removed, now that the out of control check is in for problematic faction vehicles.
  • You are alerted when you AI thinks it is out of control

[h2]Fix[/h2]
[h3]MISSIONS[/h3]
  • The system that migrates your selected custom vehicle from one mission to the next (where appropriate) has been fixed

[h3]YOUTUBE[/h3]
  • Fixed a bug where the youtube plugin would spam error messages. All old error messages will now be deleted

2.9.6 Hotfix

Hey Depthians!

A small update mainly to address faction HQ’s being destroyed.

Changelog



[h2]Addition[/h2]
[h3]CAMPAIGN[/h3]
  • In the tactical map view, you can now visualise faction vs faction battles, and enemy unit health bars are shown on the map

[h3]MISSILES[/h3]
  • Single rail launchers can drop their missiles as bombs (30 m/s initial speed, 90° elevation). Option for that is in the launcher’s Q menu

[h3]SMOKE[/h3]
  • When show dispensers display their tooltip they also show a visualisation of the sphere their smoke will affect

[h2]Change[/h2]
[h3]APS[/h3]
  • Flak radius multiplier up from 3 to 4x (combined with previous damage boost it’s much higher than before)

[h3]CAMPAIGN[/h3]
  • Faction vs faction battles sped up by x10
  • Medium spawn now only makes WF attack you initially, not WF and LH

[h3]LASERS[/h3]
  • Base AP without frequency doublers up from 20/30 to 40/60 AP (pulsed/continuous)
  • Frequency doublers give 1 AP if there are 100/150 pumps in the system, down from 180/270
  • Pumps convert 30 power into 24 cavity energy/second, down from 30
  • Short-range combiner armour up from 50 to 60
  • Work in progress! Combiner and optic models replaced

[h3]LOGGER[/h3]
  • In-game emailing of a log will now only email the first 3mb of it, to reduce the length of the hang, (and to not fill my outbox/inbox)

[h3]PAC[/h3]
  • Particle cannon focus increased to 4/3 (so 15 focus now has the same spread 20 had before the change)

[h3]PROJECTILES[/h3]
  • CIWS damage multiplier down from 4 to 2.5
  • Health for missiles/CRAMS down to 60%, for APS down to 2/3 the old value
  • S/M missile interceptor base damage down from 1200/7500 to 650/4500

[h2]Fix[/h2]
[h3]CAMPAIGN[/h3]
  • Faction vs faction battles had some bugs that resulted in (amongst other things) HQs being destroyed by distant enemies.

2.9.5 Stable hotfix

Changelog

[h2]Change[/h2]
[h3]Avatar[/h3]
  • The rate at which avatar gifts materials is set so that it will never take longer than 20 seconds to fill a vehicle to max

[h2]Fix[/h2]
[h3]Regression [/h3]
  • 'Build guides' were broken, now fixed

2.9.4 Stable Hotfix

Hey all :)
A quick little hotfix for our 2.9.3 stable release.


Changelog

[h2]Addition[/h2]
[h3]UI[/h3]
  • Added back in left-hand side HUD the bars representing ammo and fuel allowances of the current vehicle. These can be disabled in the options menu, as they are non-essential.

[h2]Fix[/h2]
[h3]FUEL ENGINE[/h3]
  • A bug when fuel allowance runs to 0 has been fixed- engines will now slow down as they run out of fuel access.

[h3]MULTIPLAYER[/h3]
  • Fixed a UI bug in the server screen when a server is using a planet you don’t have
  • In adventure mode the adventure’s reference frame for the world is updated when you save the adventure, to improve the likelihood of a smooth loading process.

[h3]UI[/h3]
  • Removed an out-dated reference to Easy campaign using centralised materials (it doesn’t)