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From The Depths News

What we are currently working on June - July 2020

What is up Depthians!

It’s probably about time I did another “what’s happening at Brilliant Skies” posts. As you know we released the Strategic AI this month, and we continued ironing out some features and killing off some bugs.

Abyay has been working hard on revamping the story missions making them more fun, and I think they accompany the tutorials nicely, as the DWG missions are like partial tutorials. Currently, the SS missions are complete and Abyay plans to add a few more DWG missions into the mix.

He has also reworked that sodding pensive pigeon, to something more fun to use in terms of player-controlled which is the aim of these missions, and that will motivate players to add to it as the aim is to complete these missions preferably player-controlled rather than AI cards.



Draba has been working a lot on the backend code for our fuel engines, ironing out some kinks with engine prioritisation, and to be less stressful on some systems. He has also been working on improving the performance of wheels, suspension, and also the backend stuff for the larger wheels.

He has also added a x4 Power scale to our wheels, propellers, and thrusters which you can find by hitting Q on the wheel / prop / thruster.
Increasing the power scale is similar to the motor drive on dediblades, which gives more push yet uses more power.

Weng was busy working on bug fixes, some of which are multiplayer and backend stuff for our wings.

Gladyon has also been working on the backend code for our new wing parts. The new Custom control surfaces will allow us to make wing flaps which can move and generate force for roll, pitch, up/down and yaw after being set up in the Q menu of that sections CCS.

There should be a nice gif showing off the flappy flaps flapping in action, but I could not upload it so feel free to check that out on Reddit or our main forum in the Developer updates section.

Nick, has been working hard on the AI pathfinding in battles so that we no longer get landships as well as bug fixing and all that good stuff.
Sean… he is not cool enough to grace this post ;p

So what is coming up next? I hear you scream.

Our current and second sprint are listed below unless something gets pushed back or brought forward.
I tried to export the info in a way that it won’t burn out your retinas xD. If you have any questions about a particular card feel free to ask.


Next sprint is currently looking like this


As always we thank you all for your continued support and feedback!



Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/


2.7.3 Betatest (was known as Devtest)

Hey Depthians!

We are releasing a new Betatest branch (previously known as Devtest) ; this version will be 2.7.3, which will include the changes and fixes in the changelog below.
Later on we will also have an experimental branch, this branch will be used as a very early testing ground for features/bug fixes before hitting the Betatest branch.

We do know about the issue with the reinforced wood texture, this is because currently there is no triplanar texture for wood and there is no non-triplanar texture for metal. We will resolve this in future.

Thanks for all your support as always, and for all the encouraging and positive comments to the Strategic AI update.

v2.7.3 [Add] : [BUGS-2217] Added an empty manoeuvre routine that can be used when you want to replace the AI manoeuvres entirely with a AI breadboard.
v2.7.3 [Add] : The collision avoidance choice drop down in the adjuster is now fully functional for land/water/air avoidance toggling.
v2.7.3 [Add] : The waypoints picked by non flagship forces when in fleet move is a bit more sensible, allowing better in formation movement
v2.7.3 [Add] : Vehicles structures and fortresses now spawn on the terrain surface, never below it (structures already did this).
v2.7.3 [Add] : Added option to disable mimic interaction tooltip outside of build mode
v2.7.3 [Add] : It is now possible to mimic 'objects' like the moving part of a propeller.
v2.7.3 [Add] : Steering points from the AI behaviours are now adjusted so they are on land/water (as appropriate based on your Adjuster) to help avoid crashing your ship into land or driving your tank into water
v2.7.3 [Add] : Added the voice over for the fourth tutorial: 'automating your boat'
v2.7.3 [Change] : Proxy fuse removed, old proxy fuses converted to inertials on load
v2.7.3 [Change] : Ammo processor material cost from 50 to 300
v2.7.3 [Change] : 2 axis turret and elevation only turret health increased from 500 to 800, armor from 25 to 35
v2.7.3 [Change] : Armor of 1 axis turret variants increased from 15 to 35
v2.7.3 [Fix] : [BUGS-2115] Aerial collision avoidance changed so a docker will ignore it's dockees
v2.7.3 [Fix] : Reinforced wood no longer uses an extra submesh for the metal part and as such is far less computationally demanding when used extensively.
v2.7.3 [Fix] : [BUGS-827] Construct dimensions now decrease after removing blocks
v2.7.3 [Fix] : [BUGS-2289] material cost shown in the V menu now does not include the contents of the blocks, just the blocks themselves.
v2.7.3 [Fix] : Fixed some issues with operation of steam turbine out of play
v2.7.3 [Fix] : [BUGS-2273] Linux issues with prefabs and the inventory now fixed
v2.7.3 [Fix] : [BUGS-2248] fixed issues loading dead structures into campaign

2.7.2 small update and some new features.

Hey Depthians!

We have released an update to stable v2.7.2. This addresses a few issues mainly the Linux prefab and menu bug, some new features, such as Wengs Q menu in designer mode which will allow you to refill ammo, fuel, resources, refill APS and more.


v2.7.1 [Add] : [FTD-65] Added designer mode actions in interaction overlay (long-press Q on construct) to refill resources, reload APS shells, instantly repair blocks and kill construct
v2.7.1 [Change] : [BUGS-1538] Projectiles now explode at an interpolated position if they are triggered by a fuse
v2.7.1 [Fix] : Build menu prefabs have been updated.
v2.7.2 [Add] : [BUGS-2217] Added an empty manoeuvre routine that can be used when you want to replace the AI manoeuvres entirely with a AI breadboard.
v2.7.2 [Add] : Vehicles structures and fortresses now spawn on the terrain surface, never below it (structures already did this).
v2.7.2 [Add] : Added option to disable mimic interaction tooltip outside of build mode
v2.7.2 [Add] : It is now possible to mimic 'objects' like the moving part of a propeller.
v2.7.2 [Add] : Added the voice over for the fourth tutorial: 'automating your boat'
v2.7.2 [Change] : Proxy fuse removed, old proxy fuses converted to inertials on load
v2.7.2 [Change] : Ammo processor material cost from 50 to 300
v2.7.2 [Change] : 2 axis turret and elevation only turret health increased from 500 to 800, armor from 25 to 35
v2.7.2 [Change] : Armor of 1 axis turret variants increased from 15 to 35
v2.7.2 [Fix] : [BUGS-2115] Aerial collision avoidance changed so a docker will ignore it's dockees
v2.7.2 [Fix] : [BUGS-827] Construct dimensions now decrease after removing blocks
v2.7.2 [Fix] : [BUGS-2289] material cost shown in the V menu now does not include the contents of the blocks, just the blocks themselves.
v2.7.2 [Fix] : Fixed some issues with operation of steam turbine out of play
v2.7.2 [Fix] : [BUGS-2273] Linux issues with prefabs and the inventory now fixed
v2.7.2 [Fix] : [BUGS-2248] fixed issues loading dead structures into campaign

Some news about Devtest 2.7.2 and a small update to stable.

Hey Depthians!

We have had a number of reports regarding wheel load bearing which we are looking into and we are also investigating issues that are unique to linux and mac, such as the build menu list disappearing and invisible models.

We released another little fix to stable which you can check out here dated 12/06/2020.

We are also releasing a new Devtest branch which will be v2.7.2, currently it has a few minor features. However, we are carrying out some major optimisation work on fuel engines. It may be unstable to begin with and will need testing.

Devtest will be available at some point Friday 12

You will find changes that Devtest has here, this forum post will be kept up to date. :)

2.7.1 Multiplayer hotfix.

Hey all!
Hopefully you are all enjoying 2.7. Currently both DevTest and Stable are on the same build for now.

We just released a hotfix for multiplayer and some other things which you can check out in the link below tagged with today's date 9th June. Or if you already read the full game news, this hotfix addresses:


v2.7.1 [Add] : Added 1m ducts.
v2.7.1 [Add] : Added 2m muzzle brake variant of new type.
v2.7.1 [Change] : Updated the detection build menu.
v2.7.1 [Fix] : Corrected radar signatures of ducts to match material type.
v2.7.1 [Fix] : Fixed bug that cause host to throw an NullReferenceException when a client disconnects blocks on a different construct than the host
v2.7.1 [Fix] : Build menu prefabs have been updated but a bug remains that affects ammo customisers that is being investigated.
v2.7.1 [Fix] : Prowler and circuitbreaker missions bugfixed.
v2.7.1 [Fix] : Corrected various misspellings of the word further.


If you do run into issues and need to report any bugs please use the bug tracker page which I have left below.
Please remember that we have set Neter 2019 physics as the default setting which you can turn off from Options > Config > Neter 2019 Settings, however we do not recommend it.

Full update post

Bugs go here