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Beta Test 2.8.8 is here!!

What is up awesome Depthians! A new beta test is up on Steam, please remember that beta updates are for testing new features and changes before they hit stable! I will set up a detailed post once this beta test hits stable.

Small note CJE generators will produce force unless all of the thrust is used


v2.8.8 [Add] : The avatar drop pod can now track the target vehicle to help it land on target
v2.8.8 [Add] : Quest for Neter campaign now has 4 unique starting positions and background stories, one for each difficulty level.
v2.8.8 [Add] : Added small intake piping capability to small CJE system.
v2.8.8 [Add] : An 'all rambots of X faction are dead' victory condition type has been added
v2.8.8 [Add] : A 1 vs 1 player vs player map has been added
v2.8.8 [Add] : Adventure mode can now be played multiplayer
v2.8.8 [Add] : Custom jets, dediblades and all powered propulsion got a PAC-style stats tab
v2.8.8 [Add] : Fuel engine UI replaced, it now matches the style of the particle cannon one
v2.8.8 [Add] : Supply dumps are now rendered in game to show you where they are (previously only visible on fleet control UI or map). Color and size show how much material they contain.
v2.8.8 [Add] : Updated the avatar respawning UI and added a 'spectate' tab to it
v2.8.8 [Add] : Various UI improvements
v2.8.8 [Add] : All weapons got a new tab on their Q menu: Synchronization
v2.8.8 [Add] : Each weapon can be assigned a parent on the synchronization tab, and will try to fire at least X seconds, but at most Y seconds after the parent did
v2.8.8 [Add] : Each weapon can have a maximum waiting time. If only syncing stopped it from shooting for over Z seconds it'll fire a shot without waiting for the parent
v2.8.8 [Add] : If 2 weapons are synced to each other with a 0 delay they will try to fire with a 1 frame difference between them
v2.8.8 [Add] : If a weapon is destroyed all other weapons depending on it will fire freely until it's repaired. If the destroyed weapon was synced to something its children will sync to the grandparent
v2.8.8 [Add] : Missile controllers set to continuous mode, with a stagger between missiles will sync each individual missile
v2.8.8 [Add] : Weapon firing delay setting removed (it was a trap silently decreasing rate of fire)
v2.8.8 [Add] : Weapons get an integer ID that's persistent and unique on their craft. It is shown in their tooltip, and syncing can be set up based on that
v2.8.8 [Add] : Weapons now hold fire for 3 seconds when they are put into play
v2.8.8 [Change] : Added a below water toggle.
v2.8.8 [Change] : Added a block cluster aimpoint type that attempts to avoid selecting isolated blocks (e.g. masts).
v2.8.8 [Change] : Added a hot blocks aimpoint type.
v2.8.8 [Change] : Armor damage reduction is now AP / AC, instead of AP / (2 * AC). AP values halved across the board (the 3 pdr simple cannons got their damage halved instead)
v2.8.8 [Change] : Frag angle damage modifier from (2.5 + ANGLE^0.5) / 16 to (2 + ANGLE^0.5) / 16. Paired with the damage buff this means high angle is slightly better
v2.8.8 [Change] : Frag base damage up by 25%
v2.8.8 [Change] : Projectiles that ricochet only do 75% damage to the block hit (on top of armor and angle reductions)
v2.8.8 [Change] : Projectiles that ricochet still lose damage potential as if they did full damage, and their damage is reduced to 75% after that
v2.8.8 [Change] : Ricochet chance went from COS(ANGLE) ^ (AP / AC) to COS(ANGLE) ^ (4 * (AP / AC) ^ 0.5). Ricochets are less common, and the angle is now more important/AP less important
v2.8.8 [Change] : 130mm casemated simple gun barrel length up from 4.25 to 5m
v2.8.8 [Change] : 150mm casemated simple gun barrel length up from 6.56 to 7m
v2.8.8 [Change] : APS cannons on turrets now start elevating their barrels even when the target is out of their azimuth arc
v2.8.8 [Change] : Barrel length needed for full GP burn is now 2.2 * GP_COUNT * (DIAMETER/100)^0.55, instead of 5 * (GP_LENGTH * DIAMETER/100)^0.75. Medium-high cal and low cal without too much GP generally needs shorter barrels. Low cal with 10+ GP needs noticeably longer barrels
v2.8.8 [Change] : Base kinetic damage up by 5%
v2.8.8 [Change] : Cannons using fire rates below 2400 are using the proper fire rate (fix for that was suspended to sort out some timing issues)
v2.8.8 [Change] : Default special factor setting for HE bodies is now 1, instead of 0.8
v2.8.8 [Change] : Firing piece builtin recoil absorption capacity up by 25%
v2.8.8 [Change] : Firing piece builtin recoil recovery up to 4/3 the old value
v2.8.8 [Change] : Flak base damage up from 1/3 of HE to 1/2 of HE
v2.8.8 [Change] : Flak base radius down from 3.5x of HE to 3x of HE
v2.8.8 [Change] : For barrel traverse multiple barrels no longer set effective caliber to the diameter of the cylinder around them. Each barrel beyond 1 increases effective caliber by 20% instead
v2.8.8 [Change] : Gunpowder casing kinetic energy and recoil up by 25%
v2.8.8 [Change] : Hollow point head kinetic damage modifier is down from 1.5 to 1.2
v2.8.8 [Change] : Low caliber kinetic damage boost reduced from (500 / MAX(CALIBER, 125)) ^ 0.25 to (500 / MAX(CALIBER, 125)) ^ 0.125
v2.8.8 [Change] : Max penetration HEAT damage up from 30% to 40% of a frag warhead with the same 30° angle
v2.8.8 [Change] : Maximum rail charge for any given shell is up by 25%
v2.8.8 [Change] : Shell speed penalty from 2m muzzle break no longer stacks
v2.8.8 [Change] : The way NPC structures are placed, repaired,saved and synchronised in multiplayer has been made much more efficient
v2.8.8 [Change] : Anti missile cannons aim at the attached mainframe's first possible target when idling
v2.8.8 [Change] : Anti missile cannons can now target and damage CRAM shells. Max diameter slider up from 1000 to 2000mm
v2.8.8 [Change] : Anti missile cannons got a slider, increases or decreases priority of missiles depending on their diameter
v2.8.8 [Change] : Anti missile cannons got a target type selector, missiles + CRAMs/missiles only/CRAMs only
v2.8.8 [Change] : CIWS damage multiplier down from 8x to 4x
v2.8.8 [Change] : Diameter of missile colliders is 2.5x the diameter of the actual missile against cannon projectiles and frags
v2.8.8 [Change] : CRAM cannons on turrets now start elevating their barrels even when the target is out of their azimuth arc
v2.8.8 [Change] : Flash suppression barrel reduces detection range to 50%, instead of 20%
v2.8.8 [Change] : Fuses reduce health by an additive 10% each, instead of 5%
v2.8.8 [Change] : Non-kinetic payload damage up by 20%
v2.8.8 [Change] : Detection components now test line-of-sight against all subobjects.
v2.8.8 [Change] : Further tweaks to visual, IR, radar, sonar, and passive sonar signatures.
v2.8.8 [Change] : Most detection components' AC increased to 30; costs standardized.
v2.8.8 [Change] : Personal grenade launcher base damage up from 200 to 1500. Radius uses standard scaling now, from 3m to ~8.97m
v2.8.8 [Change] : ACB got a new condition: enemy CRAM shells within X-Y range band
v2.8.8 [Change] : Interceptor CRAM damage multiplier goes from 0.4x against 1000mm to 0.8x against 2000mm (damage multiplier against S/M missiles is 0.5x/1.0x)
v2.8.8 [Change] : Interceptors can now target and damage CRAMs
v2.8.8 [Change] : Interceptors can target missiles and CRAMs, only missiles or only CRAMs
v2.8.8 [Change] : Interceptors do not target CRAM shells more than 5m underwater
v2.8.8 [Change] : LAMS node targeting improved
v2.8.8 [Change] : LAMS nodes got a slider, increases or decreases priority of missiles and shells depending on their diameter
v2.8.8 [Change] : LAMS nodes start checking for targets again when the distance to their locked one starts to increase
v2.8.8 [Change] : Added minor visual explosion effect to all missiles (missiles with no HE or frag payload simply disappeared when shot down)
v2.8.8 [Change] : Missile base health down to 5/6 the previous value
v2.8.8 [Change] : Missile damage up by 25%
v2.8.8 [Change] : Missile interceptor damage down to 3/4 the previous value
v2.8.8 [Change] : Lua missiles now require GPP.
v2.8.8 [Change] : Remote guidance missiles are immune to ECM as long as they have an intact cable connection, like sensor buoys.
v2.8.8 [Change] : Assault on Eyrie co-op multiplayer map has been re-balanced and tweaked and is now Assault on Conger
v2.8.8 [Change] : Co-op campaigns can now be customised before you launch them in multiplayer
v2.8.8 [Change] : The multiplayer lobby UI has been designed
v2.8.8 [Change] : The tower defence map has been fixed and adjusted
v2.8.8 [Change] : There is a 5 second count down before a match is started in multiplayer during which changes to the configuration are locked
v2.8.8 [Change] : Tournament of Kings multiplayer map now includes the Rambot avatar
v2.8.8 [Change] : The Neter map has been redrawn and Quest For Neter faction areas have been moved around
v2.8.8 [Change] : Tactical nuke base damage up from 80 000 to 500 000. Radius uses standard scaling now, up from 50m to 51.2m
v2.8.8 [Change] : Tactical nuke cost up from 100 to 2500 materials, weight from 40 to 400
v2.8.8 [Change] : Particle cannon damage down to ~73.33%
v2.8.8 [Change] : Custom control surfaces now move a lot faster
v2.8.8 [Change] : All fragment trails are shorter and width scales with damage. HEAT particles are closer to yellow, HESH particles are red now
v2.8.8 [Change] : Shell trails are now shorter and color for APS/CRAM is fixed orange-ish (tracers work the same as before). Length scales with shell speed less, CRAM trails are thicker and still scale with payload
v2.8.8 [Change] : Size-based detection range for projectiles reduced to 72% of the original value (CRAM shells have 396-792m base detection range)
v2.8.8 [Change] : Visible tracer trail is twice as long as the trail of a standard shell. Tracer width is a multiplier now, default is 2 (value range is still 0.5-10)
v2.8.8 [Change] : Shield projectors now spawn fully charged to their target strength
v2.8.8 [Change] : CRAM barrel tooltip now also shows shell health
v2.8.8 [Change] : Laser colorer function is now built into the standard laser combiner. If the combiner has a colorer the colorer's settings will be used
v2.8.8 [Change] : Q menu for turrets now doesn't have the mostly empty stats tab
v2.8.8 [Change] : Various tooltip improvements
v2.8.8 [Change] : Detection uses a different velocity compensation method for targets that have warped within the previous second in order to limit the usefulness of rapid, short warps in fooling detection.
v2.8.8 [Change] : APS 1x1x1 mantlet healths up from 600 to 1000
v2.8.8 [Change] : APS barrel armor up from 25 to 35, health up from 700 to 800/m
v2.8.8 [Change] : APS bore evacuator and muzzle brake armor up from 30 to 40. 2m muzzle break now has 1600 health, instead of 800
v2.8.8 [Change] : APS firing piece armor up from 20 to 30, health up from 350 to 500
v2.8.8 [Change] : APS heavy barrel armor up from 40 to 50, health from 900 to 1000/m. APS heavy barrel cost down from 70 to 60 material/m
v2.8.8 [Change] : APS laser targeter armor up from 25 to 50
v2.8.8 [Change] : APS non-1x1x1m mantlet healths up from 1000 to 1500/block
v2.8.8 [Change] : APS rail magnet and attaching fixture armor up from 30 to 50, health down from 600 to 500
v2.8.8 [Change] : APS recoil absorber armor up from 10 to 20, health from 125 to 150/m
v2.8.8 [Change] : CRAM barrel armor up from 30 to 50, health from 900 to 1000
v2.8.8 [Change] : CRAM firing piece armor up from 25 to 30, health up from 500 to 800
v2.8.8 [Change] : CRAM gauge increase armor up from 30 to 40, health from 400 to 500
v2.8.8 [Change] : CRAM heavy barrel armor up from 40 to 60
v2.8.8 [Change] : CRAM laser targeter armor up from 25 to 50
v2.8.8 [Change] : LAMS node armor up from 10 to 25
v2.8.8 [Change] : Laser armored optics armor up from 20 to 60, health stays 600
v2.8.8 [Change] : Laser combiner armor up from 4 to 30, health from 100 to 400
v2.8.8 [Change] : Laser optics armor up from 10 to 40, health stays 250
v2.8.8 [Change] : Missile connector armor up from 3 to 30 (health is still 100)
v2.8.8 [Change] : Missile controller armor up from 12 to 30. It is now susceptible to EMP, takes 10% damage from it
v2.8.8 [Change] : Missile ejector addon armor up from 3 to 30 (health is still 100)
v2.8.8 [Change] : Missile hatch armor up from 40 to 50
v2.8.8 [Change] : Missile rail launcher and gantry armor up from 20 to 40
v2.8.8 [Change] : Missile standard launcher and gantry armor up from 20 to 30
v2.8.8 [Change] : Missile winch armor up from 3 to 40, health up from 100 to 200
v2.8.8 [Change] : Short range laser combiner armor up from 15 to 50, health from 600 to 1500
v2.8.8 [Fix] : Custom jet exhaust particles exit the right way on jets using 90° connectors
v2.8.8 [Fix] : Fix to collision damage that makes damage spread more evenly in all directions
v2.8.8 [Fix] : When copy/pasting a block, any empty string in it wasn't pasted to the destination, now it is [BUGS-2543]
v2.8.8 [Fix] : Fixed CRAM cannons counting EMP payload twice in shell power and firepower calculations
v2.8.8 [Fix] : Explosions not doing any damage after a while [BUGS-2238]
v2.8.8 [Fix] : Ducts (in the air tab) will not block fuel engine exhausts anymore [BUGS-2534]
v2.8.8 [Fix] : Blocks and shell racks exploding on the main construct can no longer jump through blocks at high speeds
v2.8.8 [Fix] : Explosions are less likely to jump through blocks on subconstructs moving towards them
v2.8.8 [Fix] : Fixed a problem causing armed missiles to bounce off constructs
v2.8.8 [Fix] : Fixed a problem causing explosions triggered from certain directions to sometimes spawn inside(and teleport through) blocks in certain positions/orientations
v2.8.8 [Fix] : Fixed a problem causing fragments from ricocheting projectiles to be spawned facing the wrong way
v2.8.8 [Fix] : Fixed a problem causing shells to sometimes explode inside targets moving towards them
v2.8.8 [Fix] : Fixed explosion damage teleporting through intact non-cuboid structural blocks
v2.8.8 [Fix] : Fragments are less likely to jump through blocks on constructs/subconstructs moving towards them
v2.8.8 [Fix] : Frags spawn at the speed the projectile moved at right before impact (so frags from fast shells hitting the back of fast vehicles will still usually connect)
v2.8.8 [Fix] : Missile hit detection improved
v2.8.8 [Fix] : The 'Spread to' feature will now spread either to the small or huge jets, not both [BUGS-2544]
v2.8.8 [Fix] : 4Q lasers can now fire a single shot (1 fire command always triggered at least 2 pulses before)
v2.8.8 [Fix] : Fixed pulsed laser fire rates being lower than intended. 4Q fired ~6.67 shots/s, 3Q ~3.63, 2Q ~1.9, 1Q ~0.975
v2.8.8 [Fix] : Laser transceivers now re-connect correctly when on an elevation-only turret with an angle of more than 60 degrees [BUGS-2335]
v2.8.8 [Fix] : Laser transceivers visible laser is now correctly displayed even when the elevation of a 2-axis or elevation-only turret is modified
v2.8.8 [Fix] : Fixed missile firepower readout showing old values that counted S warheads/second (only visual, firepower displayed was ~75% of the real one)
v2.8.8 [Fix] : The turning thrusters trail will now be removed properly when destroying the vehicles [BUGS-2077]
v2.8.8 [Fix] : The simple weapons variables 'ExplosiveDamage' and 'ExplosiveRadius' are automatically modified to automatically balance the weapons, you can now use 'OverloadedExplosiveDamage' and 'OverloadedExplosiveRadius' to override these modifications [BUGS-2459]
v2.8.8 [Fix] : Clients can see the laser beams and other effects from firing simple lasers and LaserCombiners
v2.8.8 [Fix] : Clients now see turrets facing the way they are facing on the server
v2.8.8 [Fix] : Faction vehicles spawned in the multiplayer designer now spawn full of material
v2.8.8 [Fix] : Nukes can now be detonated by the client by pressing Q on them
v2.8.8 [Fix] : Fixed manually fired particle cannons sometimes shooting in the wrong direction
v2.8.8 [Fix] : The volume of the sound when deleting a lot of blocks at once isn't too loud anymore (the fix will work for all other cases, such as placing a prefab, undo/redo, etc.) [BUGS-2517]
v2.8.8 [Fix] : The toolbar with shortcuts to blocks is now saved properly, and all settings are now saved even if using Alt+F4 [BUGS-2406]
v2.8.8 [Fix] : The 'DamageMultiplier' coefficient should now work as intended for kinetic damage [BUGS-2446]
v2.8.8 [Remove] : Avatar levels, experience and stat points have been removed as we don't feel they sit well with the engineering focus of FTD.

Beta Test 2.8.7 is out! with some sweet camo skinning options

Hey Depthians
A nice little update to our beta test branch I think the most eye-catching one is the new camo skins for our constructs, which you can access via "V" on your construct.



v2.8.7 [Add] : Added a camouflage texture skin system for adding skins to alloy, metal and heavy armour blocks on the vehicle. Press V to engage with it.
v2.8.7 [Add] : The number of board sections you need to capture in order to enable your next RZ deactivation is now listed
v2.8.7 [Change] : If you kill your own vehicles and have no storage capacity for the self-looted materials they'll go into / create local material dumps for you to pick up later
v2.8.7 [Change] : Killing things with avatar weapons e.g minigun adds to the commodity store (it has always added to the centralised team store in previous versions)
v2.8.7 [Change] : Scrapped enemy vehicle resource dumps now contain the material that was in them when they were scrapped
v2.8.7 [Change] : You now get material for destroying enemy material storage in combat
v2.8.7 [Change] : Avatar gifting of commodities from the global commodity store is now turned off by default. Press F5 to turn it on/off.
v2.8.7 [Change] : Buttons added to fleet control options to gift 1k, 10k and 100k commodities to your forces in your territory (or neighboring). Cannot be performed in campaign battles.
v2.8.7 [Change] : Fuel refineries now convert raw materials to commodities that are globally gift-able to your forces in your territory (or neighboring territory) (not available during campaign battles). They can only operate when sitting on a 1 million material stockpile or greater
v2.8.7 [Change] : Pressing 'Q' on a material storage container will gift global commodities into it as materials. Cannot be performed in campaign battles.
v2.8.7 [Change] : The 2.8.5 mechanic that refinery-forces acted as a large world-wide supply group has been de-activated now that they have this new function
v2.8.7 [Change] : UI updated to display 'nearby' materials as well as 'commodities'

Beta Test 2.8.5 is here, with some big changes.

Hey Depthians!

Another long list of new additions and some very big changes to the game such as the removal of fuel as a resource and ammo. I would advise you to read thread by Nick, which explains the changes in full detail, any comments/suggestions/ideas/concerns should be posted in that thread, just so we have everything all nicely gathered in one place.


v2.8.5 [Add] : A new material/energy sharing system has been added where forces can be separated into different types (Creator / Cargo / User) and their material/energy sharing is automated depending on their type.
v2.8.5 [Change] : Ammo barrels hold materials now, and increase the availability of materials for reloading guns (materials per minute)
v2.8.5 [Change] : Ammunition and fuel have been removed as resources- guns and engines use materials directly now
v2.8.5 [Change] : Existing ammo processors will be automatically replaced with a 2m long material storage locker in this version of the game. The block is now decorative only
v2.8.5 [Change] : Existing oil processors will be automatically replaced with a 2m tall material storage tank in this version of the game. The block is now decorative only.
v2.8.5 [Change] : Fuel refineries don't create fuel from materials anymore. Instead they form a world wide material sharing network where all 'on' refineries can slowly share materials with each other (however the refineries also burn materials so a lot of material is wasted in this process)
v2.8.5 [Change] : Fuel tanks hold materials now, and increase the availability of materials for powering engines (materials per minute)
v2.8.5 [Change] : Resource harvesting, when out of play, runs at 5% even if there is no power source. This is to avoid outposts getting stuck at zero materials and being unable to get any.
v2.8.5 [Change] : The smoke dispenser now burns materials instead of fuel
v2.8.5 [Change] : Tutorials updated to reflect new resources (material and energy) and new resource transfer system.
v2.8.5 [Fix] : Pressure no longer drops or increases when boiler or pipe is shrank
v2.8.5 [Fix] : In story missions your vehicle will no longer get free resources and free reloads after spawning- you shall only get the materials you pay for in the mission launcher
v2.8.5 [Remove] : The supply group and transit fleet systems have been removed. They've been replaced with something simpler.

2.8.1 Beta test is here!

Another long list of fixes and changes in beta 2.8.1 :D we will have a proper write up once this hits stable.

 
v2.8.1 [Add] : Added 4way APS gauge cooler
v2.8.1 [Add] : Added 5way APS gauge cooler
v2.8.1 [Add] : Added L shape APS gauge cooler.
v2.8.1 [Change] : Removed Thruster Balancing from additional AI routines.
v2.8.1 [Change] : APS autoloaders with intake counts that do not match the amount needed for sustained fire get a warning and an orange outline in build mode
v2.8.1 [Change] : Made T splitter APS gauge cooler
v2.8.1 [Change] : Removed component count limit
v2.8.1 [Change] : Durability estimate is also used for the difficulty assignment of faction designs. The difficulty of many designs will change and these might be tweaked a bit later
v2.8.1 [Change] : NPC factions are more aggressive towards the player at higher difficulties
v2.8.1 [Change] : NPC factions should no longer completely wipe each other out
v2.8.1 [Change] : Reworked how the strategic AI decides which territories to capture to make it more intelligent
v2.8.1 [Change] : Rough estimates of the durability of designs is now used by the strategic AI for combat related assessments
v2.8.1 [Change] : Added warning that shows output reduction when the engine is partially/fully submerged
v2.8.1 [Change] : Generator power/thrust up from 0.05 to 0.052
v2.8.1 [Change] : HEAT base damage up, from 20% of a frag warhead's damage for 1 max special HE body to 30%
v2.8.1 [Change] : Short range laser combiner max distance up from 300m to 500m. Damage multiplier at max distance down from 2x to 1.5x. Inaccuracy at max range is the same (so at 300m changed from 1° to 1.5°)
v2.8.1 [Change] : Powered jets, propellers and ions now gradually spool down when they get a request for 0 output (change was gradual in all other cases before)
v2.8.1 [Change] : Powered propellers do not instantly stop when getting above water. They gradually slow down until they stop
v2.8.1 [Change] : Reflect and laser scatter modes on shield projectors merged
v2.8.1 [Change] : Reflect mode base ricochet chance up from 20 to 25% at minimum angle, from 40 to 45% at maximum angle
v2.8.1 [Change] : Ring shield armor bonus increased by 50%
v2.8.1 [Change] : Shield projector UI updated
v2.8.1 [Change] : [FTD-466] Cost of steam pistons, turbines, gearboxes and generators multiplied by 60
v2.8.1 [Change] : [FTD-466] Heat dissipation rate of boiler decreased from 0.5 kW/(m2*K) to 0.05 kW/(m2*K)
v2.8.1 [Change] : [FTD-466] Heat of material decreased from 3000 kJ to 1500 kJ
v2.8.1 [Change] : [FTD-466] Max power of small gearboxes increased from 3000 to 6000
v2.8.1 [Change] : [FTD-466] Piston base efficiency decreased from 0.9 to 0.75
v2.8.1 [Change] : [FTD-466] Piston cylinder length is now 1.1 for small, 2.5 for medium, and 3.5 for large
v2.8.1 [Change] : [FTD-466] Piston efficiency changed from (0.8)^(0.5*input/output-1) to (input/output-1)^(-1/5), which means better throughput (ppv) and efficiency (ppm) for naive steam engine designs
v2.8.1 [Change] : [FTD-466] Reduced the intensity of steam crankshaft noise
v2.8.1 [Change] : [FTD-466] Reduced turbine flow virtual volume to 2m * end area of turbine
v2.8.1 [Change] : [FTD-466] Side shell thickness of turbine, piston and boiler increased from 5mm to 1cm
v2.8.1 [Change] : [FTD-466] Steam components are now updated in a fixed order, to avoid inconsistencies caused by the order of placement. The order is now {Boiler, Piston, Turbine, Valve, Jet, Pipe, Propeller, Crankshaft, Gearbox, Transmission, Generator}
v2.8.1 [Change] : [FTD-466] Steam jet max speed changed from 200m/s to 150m/s
v2.8.1 [Change] : [FTD-466] Steam jet power limited to 10000 and thrust limited to 50000
v2.8.1 [Change] : [FTD-466] Steam jet thrust per power changed to 3.5 (it is 15 for ion, 25 for jet, 40 for propeller)
v2.8.1 [Change] : [FTD-466] Steam pipe tanks can now restore their pressure
v2.8.1 [Change] : [FTD-466] Turbines flow half life reverted from 0.4s to 0.1s
v2.8.1 [Fix] : The height map for alloy has been fixed to stop one face from looking like it is moving.
v2.8.1 [Fix] : Railgun chargers can no longer connect to barrel magnets.
v2.8.1 [Fix] : Added code to locate the cause of a block disconnection bug
v2.8.1 [Fix] : Fixed duplicating text in text block
v2.8.1 [Fix] : Custom jet generators are now also disabled under water
v2.8.1 [Fix] : Custom jet generators now use the correct amount of fuel when supply is low
v2.8.1 [Fix] : Custom jet parts are no longer automatically rotated to match the controller's orientation
v2.8.1 [Fix] : Fixed custom jet generator mode switch possibly not registering on being put into play
v2.8.1 [Fix] : Jet controller tooltip now shows the correct thrust/fuel value even when some output is reserved by a generator
v2.8.1 [Fix] : Fixed powered propellers providing forward thrust on a backwards request
v2.8.1 [Fix] : Powered jets, propellers, ions and wheels now use the correctly scaled amount of power when running below their maximum allowed output
v2.8.1 [Fix] : Fixed ability to set clamped value beyond the bounds
v2.8.1 [Fix] : [FTD-466] Fixed a bug that increased some pressures by 101 kPa
v2.8.1 [Fix] : [FTD-466] Fixed crankshaft fluctuation
v2.8.1 [Fix] : [FTD-466] Steam components can no longer consume more energy/steam than available in shaft/pipe
v2.8.1 [Fix] : [FTD-466] Steam jet now correctly respect the maximum thrust and power consumption

What we are currently working on Aug-Sept 2020

Hey Depthians!


We are back with some more news for August’s sprint.
Currently, I have my hands on the coming changes to steam’s tweaks and new additions. However, while I cannot get into specifics on numbers and exact components etc.. I thought I would give you all a steamy little tease with this.



That, as well as other additions and some multiplayer fixes, will soon be in the next Betatest for you all to brake for us xD We will also be putting more focus on MP issues in the coming months and hopefully resolve all issues.

I think this sprint is quite self-explanatory, but if you do have questions as always feel free to ask.

For those on the current Beta 2.8.0 give me feedback on wheels please mainly issues/things you are not happy with like spring force, turning and so on. Except for glitching through terrain and tracks bugging out, we know about that.

If you are interested in what is happening with the current 2.8.0 beta then check this thread out which I shall keep up to date with any changes.

Thanks for your support as always!

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/