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From The Depths News

Neter 2019 Physics and Save file compatibility with the coming update.

We will be setting Neter 2019 physics as the default setting with the coming update, this may affect a number of your builds in terms of forward and upwards thrust.
You can turn on the 2019 physics from now if you wish from Options > Config > Neter 2019 Settings.

Campaign saves from the current stable will not work when the update goes live

A little news about upcoming sprints / Devtest / Stable updates.

Hey everyone we have decided that we are aiming to release devtest builds to stable after each sprint is completed. The current sprint is estimated to be completed around the 8th of June. So there should be a stable release shortly afterwards. The main thing is that stable is actually stable and is relatively up to date. With the "stable" part in mind, this is why we are waiting another week to get to the bottom of some particularly nasty lockup bugs to increase the robustness of the game. We apologise to all that have been waiting eagerly for the fixes and new features in devtest to hit stable. You just need to wait a tiny bit longer! Thanks.

Current Roadmap 25/05/2020

Hey everyone, below is a link to the current roadmap to release.
This doesn’t always include bugs and a few things like the world builder are still being discussed. There are windows where we may take on requests from the request board. At the start of each sprint period I’ll update the roadmap. This is NOT set in stone. Some things may take longer, other things may be done quicker. Some things from post release may move in to the earlier sprints, these are ESTIMATES.

2.5.2.11 [Stable]

Welcome back to another round of bug fixes and tweaks.

We are pushing this small update to stable since we will be setting up the ammo overhaul in a devtest branch soon(™) and for now, we will be using the ammo processors to produce the ammo in that devtest branch only!

This update, as well as our previous update, brings a number of changes to faction craft. A number of constructs were cut, meaning the spawn chance is set to 0. However, you can still find them in the world editor tagged retired after the name.

The idea is to prepare for future AI changes and campaign overhaul. Some changes that we wanted to see was not having numerous designs that were very similar to each other as we wanted constructs to be specialised in certain tasks and probably classes.

Currently, we have removed 15-20 constructs from the DWG, OW, LH, and WF from the spawn lists and removing more from other factions in future.

DWG has had many designs made to do strange some strange things or fight in different ways.
OW has a number of new classes of ships which were conversions of older designs. They now have 4 new Missile ships with slow large missiles, 3 “Tank” ships that have heavy armour that move faster and get up close to fight, and the Warden has been converted to Artillery.
WF has had significant changes to many designs making them more aggressive in melee. Their aircraft have been removed if they did not specialize in melee attacks. Check out the old Gnumura, now known as “The Last Rite” its a scary beast. The Old priest ships are being rebuilt to be better looking and specialize in certain things.
LH has had their small laser designs changed to either Short-range lasers or Missiles to compensate for their lack of damage. All small designs have been increased in speed, some by a lot. The Battleship Terrawatt is now a 100 m/s Hydrofoil battleship.
SS has started their update process, some designs have been improved or fixed. Not many big changes yet, but in the future, all shark ships will be replaced.
Currently, DWG and OW are finished, WF is 95% done, LH 90% done, SS 15% done.

This update brings a few bug fixes and changes to steam

: Starting pressure in the pipes is now 0.1 time the pressure of the connected boiler with the highest pressure [BUGS-1640].

: Target pressure set to 100k max [BUGS-1624].

: Formula changed for the material burned ratio, it is now

* ((x+0.3) * (x+0.3) - 0.09) / 8.0 where 'x' is the burn rate [0..1]Missile fix (I’m sure Borderwise is happy with this :D )

: Fixed issues with cluster missiles causing them not to fire under AI control and to calculate the size of the container incorrectly depending on the placement of the container controller.

Lastly some UI tweaks and changes to Cram

: Weapons and LWCs now show how much materials they have destroyed, and how much ammo and energy they have expended.
: Local weapon controller updated.
: Double ended sliders with a min and a max value have been added to the game.
: The display block is now fully customisable
: Docking station UI updated
: Anti missile cannon controller UI updated
: CRAM Fusing box UI updated
: Decoy UIs updated
: Belt fed autoloader UI updated
: Signal jammer UI updated
: Enemy simulator UI updated
: Laser colorer UI updated
: Laser warner UI updated
: Missile stagger UI updated
: Poster holder UI updated
: Smoke generator UI updated
: Steam release valve UI updated
: Teleport pad UI updated
: Wireless camera UI updated
: Vehicle spawner UI now has path selection and testing features
: Simple laser UI now has option to change laser beam color
: [BUGS-1595] Fixed being to remove inputs from the PID component
: [BUGS-1554] Fixed errors caused by removing the input of a printer component. Also added the button to add the an input after deleting it.
: [BUGS-1543] The settings in the 'Environment' tab of the options menu now also apply to custom battle. Making the avatar immortal now also applies to custom battles.
: CRAM cannons set to 'prefer high' or 'prefer low' if the actual arc used to aim is the high one.
: CRAM shell guidance for high arcs now also compensates for weapon inaccuracy.
: CRAM shell lifetime is now increased if the flight time of the shell is expected to be very long.
: Added a configurable maximum muzzle velocity to CRAM cannons.

Update 2.5.2.7 [Stable] Cluster missiles, Steam tweaks and fixes.

We are back with another CLUSTER of bug fixes, tweaks and new features which we hope you will all like :D

A quick note before we get to the goodies. We have turned off Steam cloud sync as it has been causing some upsets and issues, this will remain off for the foreseeable future. :(

To continue with steam but the steamy type.
Gladyon has tweaked up our steam systems so that we can run them more efficiently. We can set the steam pressure to start with when spawning/pulling the construct into play/battle, and we can also set the material burn rate or use the auto-regulate function so that we reach the given pressure. This can be done via the boiler controller UI or ACB.


We can also use ACB’s to check the steam pressure of the closest boiler on the same construct, spin block and piston. Material consumption has also been tweaked such that the consumption is more efficient at low burn rates and less with high burn rates.

Gladyon has also increased the volume that large boilers have to 10% more volume than 9 small, and huge boilers to 20% more volume than 25 small ones.
Steam engines now consume material in out of play while the vehicle is moving using steam jets or steam propellers, however, constructs will not consume material out of play for power generation if there is no turbine or generator.

Next, we have Nicks Cluster missiles, a new feature in From the Depths which I have covered here:
https://youtu.be/LmQtViNwqz0

In that upload, I go through how we create the parent missile that will fire off the child missile and also parent to fire parent+child to fire a child, and we can also use flares with missile interceptors inside them. What I did not cover is that we can have a small missile carrying small missiles or medium carrying medium and large carrying large.
We have three new components, the Cluster container controller, which allows us to set how our missile will behave and fire off any child missile.


The Cluster container extension which gives us length and volume to hold our child missiles and the Cluster ejector which goes on any child missile or parent which is also a child missile eg: L holding M holding S the M missile is the parent and child at the same time in this case. You can find the stats on volume and size at the very bottom of the stats window, in the picture above you can see the stats and this L missile can hold 11m in length and 2.16m cubed volume. We will also see these stats on a missile which has the Container ejector installed, informing us how long in terms of Container extension length we need and volume on the parent missile.
A “small” example of a large missile that would fire 4 medium missiles which they would then fire off 4 small missiles each.


There will be some tweaks coming to cluster missiles in terms of ammo costs for the extensions etc. We may also have a method to spread out the child missiles from the parent missile in future (like the ejector setup for missiles).

Nick has also started work on the achievements. The first step towards us unlocking achievements is the authoring of constructs and subobjects/prefabs.
As you can see from my most epic life-like sculpture of Beastman our business manager, in the top box we have Name and author. This is where all the details will go in regards to who made this and how many blocks were added by others.


Draba has made a whole lot of changes ranging from ammo use, elevation, range, mat costs and a number of other stats to our simple weapons, you can see the list in the patch log section below.
He has also tweaked up the Signal Jammer and replaced this with a Sensor Scrambler ECM. This will use power and reduce the bearing/range accuracy of enemy sensors, however, the strength falls off with distance 80/67/50/29% at a range of 500/1000/2000/5000m, their strength stacks with each other.

Other changes to detection are: Visible, radar and sonar detection range is reduced to 30% for subconstructs.
Being close to the ground or sea surface decreases the radar detection range. Radar signature change increase from 75% at 0m to 100% at 50m.
Being high above the ground increases the radar detection range. Radar signature change increase from 100% at 50m to 135% at 400m.

Fav pick of pics. These were created and posted by Tourist in our discord channel. Very well made, so much detail has been put into these tanks its unbelievable. Well done!!



: Pressure when spawned can now be configured (it will be the 'auto-regulated one').
: It is now possible to auto-regulate the material burn in order to achieve the given pressure (configurable using the boiler controller UI or an ACB).
: It is now possible to check the pressure of the closest boiler controller (on the same construct, spinBlock, piston, etc.).
: New 'Clear shells' action for the APS firing pieces.
: Material consumption is more efficient at low burn rates, and less efficient at high burn rates.
: Large boilers now have 10% more volume than 9 small ones.
: Huge boilers now have 20% more volume than 25 small ones.
: The minimum distance is now '1' (as it will select no block, there's no need for '0') [BUGS-1620].
: Steam engines now consume material in out of play when the vehicle is moving using steam jets or steam propellers.
: Steam do not consume material out of play for power generation if there's no turbine or generator.
: All non-water-only propulsion will now work fine in a closed room with an air pump [BUGS-1537].
: Turbo-charger buoyancy fixed [BUGS-1487].
: Winch description now indicates that it must be connected to the launchpad [BUGS-1438].
: [BUGS-1460] fixed an issue with mainframe naming on the AI interface.
: Removed the velocity estimate of the aim point for sea skimming mode and one turn mode to stop conflicts
: Fixed an uncommon issue with the deletion of a blueprint potentially breaking the UI.
: [BUGS-1565] Fixed a bug in the left click place, right click place build mode options when left mouse is held down.
: [BUGS-1614] UI line overlays are no longer affected by ambient lighting levels.",
: [BUGS-1484] barrel placement when 5 or 6 barrels is now perfectly symmetric/spaced.
: [BUGS-1497] Reduced some garbage allocations and moved some large calculations to background threads to make game run smoother in adventure mode and other modes.
: [BUGS-1570] Tweaked the way the water clarity slider works and how the underwater shader looks.
: [BUGS-1566] Building mode free paint issues corrected.
: authoring details to vehicles/structures/fortresses placed in 2.5.2 and beyond. This will be used to help with the unlocking of steam achievements.
: Added a quick edit button to save a copy of the suggested vehicle and open the designer ready to edit it
: Added a 'tag' system for story mission arcs to allow the automatic assignment of a player edited blueprint from mission to mission.
: Added a firepower estimate adjustment for each design so that the AI will be able to better select units to match the player skill in future.
: Added a Cluster munition system to the missiles. Cluster containers can fire missiles cluster ejector units that fit (length and volume) into the cluster container.
: When you launch designer with a default vehicle it no longer spawns the vanilla designer raft.
: The effect for dying in the absense of a heartstone has been changed and it's more clear what is going on.
: When the adjuster is set to 'on water' the altitude of the behaviour set point is no longer lost.
: Applique has a new model and material to reduce vertex count.
: The display block is now fully customisable.
: Docking station UI updated.
: Anti missile cannon controller UI updated.
: CRAM Fusing box UI updated.
: Decoy UIs updated.
: Simple laser UI now has option to change laser beam color.
: Simple lasers and cannons show their firepower stats and ammo use in their tooltips.
: Particle cannons show their firepower in their tooltip.
: The total firepower and the firepower breakdown in the V menu now includes simple weapons and particle cannons.
: Combiner and short range combiner got a slider: only fire if cavities are at least X% charged.
: Combiners now display on their tooltip if they are waiting for burst charge, or if total cavity energy is stopping them from firing.
: Non-hollow point kinetic damage gets a boost at lower diameters: KD_MULTIPLIER = MAX(2, (500/DIAMETER)^0.25).
: Kinetic base AP increased by 20%.
: Heavy head AP goes from ~30 to ~36 with 5GP/2 solids.
: AP head AP modifier down from 1.8 to 1.65, AP goes from ~60 to ~65.
: Sabot head AP modifier down from 3 to 2.5 (AP unchanged), kinetic modifier from 0.75 to 0.85.
: Hollow point head AP modifier from 0.5 to 0.45.
: Explosive shock now uses the same damage scaling as missiles and APS.
: Explosive shock now uses the same radius scaling as missiles and APS: RADIUS = DAMAGE^0.3.
: Explosive shock base damage is 50% of impact/piercing, instead of 100%.
: SRLC minimum range increased from 50 to 100, max is still 300
: SRLC does 200% total damage at max focus, 400% at min.
: SRLC only has 75% AP at max focus, 50% at min.
: SRLC inaccuracy is 1° at max focus, 2° at min.
: Explosive warheads used for HEAT/HESH now contribute to HE damage, as they should
: Gunpowder casing damage for clip explosions halved (7.5 gunpowders are the same as 1 HE).
: LAMS nodes now display a warning in their tooltips if the laser has storage for less than 15 seconds of pumping
: Armor for all turret and spinner block increased from 15 to 25.
: Airplane maneouvre got an option to pitch towards the waypoint, instead of pitching to reach target altitude ASAP. Smoother and easier to use, this is the default.
: Bombing run behavior got an abort distance and abort timer. It'll cancel the run that time after touching the abort distance. This helps to avoid getting stuck with short range weapons.
: M interceptor base damage from 10000 to 12000.
: Missile HE explosions now always originate 1m behind the nose.
: Remote guidance got an option, oldest one self-destructs when its launchpad fired a 2nd one(5th for quads). Default is off.
: Fixed a bug, remote guided missiles properly.
: Speed bonus at high altitudes reduced, speeds increased across the board.
: Missiles with fins can got a small lateral movement to increase hit rates.
: At high speeds IR seekers aim 1-3m ahead of the target block.
: Visible, radar and sonar detection range is reduced to 30% for subconstructs.
: Being close to the ground or sea surface decreases radar detection range. Radar signature changes increases from 75% at 0m to 100% at 50m.
: Being high above the ground increases radar detection range. Radar signature changes increases from 100% at 50m to 135% at 400m.
: Chaff emitters can't reduced radar detection range below 50% of the original.
: Signal jammer replaced with Sensor scrambler ECM",
: Sensor scrambler uses power and reduces bearing/range accuracy of enemy sensors.
: Sensor scrambler strength falls off with distance: 80/67/50/29% at 500/1000/2000/5000m.
: Sensor scramblers stack, their effective strength is summed to determine the accuracy reduction.
: Sensor accuracy multiplied by: 10 + (MIN(SCRAMBLERS_POWER_SUM, 20000) / 20000) ^ 0.25. 76% for 100 power, 57% for 1000, 24% for 10000.
: Remote guidance missile direct accuracy reduction from jammers removed(they are affected by worse detection.
: Laser designator receiver inaccuracy from smoke halved, max 3.5m for 1000 strength smoke and 7m for 5000.
: Remote missiles now properly use general purpose processing power again.: [BUGS-1594] Point at and circling AIs now properly pitch/roll to match the target if it's above the craft.
: Damage/AP fixed, instead of 400 DPS with 35 AP they have 1000/8 as shown in their tooltip.
: Fixed SRLC multiplying damage every time the beam kills a block.
: Health from 350 to 500.
: Armor from 15 to 20.
: Damage from 30 to 100.
: AP from 4 to 10.
: Inaccuracy from 2.5 to 1°.
: Ammo cost from 10 to 15.
: Cost from 10 to 200.
: Health from 650 to 2500.
: Armor from 15 to 25.
: Damage from 150 to 200.
: Magazine reload time from 2.2 to 6s.
: Cost from 80 to 1000.
: Health from 840 to 800.
: Armor from 10 to 20.
: Damage from 220 to 250.
: Ammo use from 50 to 25.
: Cost from 60 to 100.
: Health from 840 to 800.
: Armor from 10 to 20.
: Ammo use from 30 to 10.
: Cost from 60 to 100.
: Armor from 10 to 15.
: AP from 20 to 10.
: Simple Rokkits gun", "Inaccuracy from 18 to 7.5°.
: Ammo use from 500 to 1000.
: Cost from 125 to 500.
: Armor from 20 to 25.
: Max shell length from 0.5 to 0.3m.
: Inaccuracy modifier reduced to 30% the previous value.
: Time between shots from 0.8 to 2s.
: Magazine reload time from 30 to 60s.
: Inaccuracy down to 30% the previous value.
: Cost from 100 to 250.
: Health from 1200 to 3000.
: Armor from 15 to 30.
: Damage from 150 to 300.
: Ammo use from 200 to 80.
: Explosive damage from 200 to ~157, radius from 0.5 to 4.6m.
: Magazine reload from 3.5 to 9s.
: Cost from 125 to 1000.
: Weight from 150 to 200.
: Health from 1500 to 3500.
: Armor from 15 to 30.
: Damage from 150 to 300.
: Ammo use from 400 to 160.
: Explosive damage from 200 to ~157, radius from 0.5 to 4.6m.
: Magazine reload from 3.2 to 13s.
: Cost from 275 to 1500.
: Weight from 200 to 300.
: Health from 1700 to 3500.
:Armor from 15 to 25.
:Damage from 150 to 300.
:Reload time from 0.225 to 0.4.
:Ammo use from 1500 to 1000.
:Explosive damage from 200 to ~157, radius from 0.5 to 4.6m.
: Magazine reload from 12 to 30s.
: Magazine capacity from 1120 to 200.
: Cost from 575 to 4000.
: Weight from 260 to 350.
: Health from 1700 to 3000.
: Armor from 15 to 25.
: 1.5x damage multiplier removed.
: Fixed firerate changed, uses 15% of the last shell's reload time instead.
: Cost from 150 to 2000.
: Health from 1600 to 3500.
: Armor from 15 to 30.
: 1.5x damage multiplier removed.
: Fixed firerate changed, uses 15% of the last shell's reload time instead.
: Cost from 175 to 2500.
: Weight from 220 to 300.
: Health from 2500 to 4500.
: Armor from 20 to 30.
: 2x damage multiplier removed.
: Fixed firerate changed, uses 20% of the last shell's reload time instead.
: Cost from 275 to 2500.
: Health from 3500 to 6000.
: Armor from 20 to 30.
: 2x damage multiplier removed.
: Fixed firerate changed, uses 30% of the last shell's reload time instead.
: Cost from 350 to 3500.
: Ammo use from 10 to 5.
: Cost from 30 to 100.
: Inaccuracy from 2° to 1°.
: Ammo use from 30 to 15.
: Inaccuracy from 0.2° to 0.1°
: Cost from 100 to 150.
: Ammo use from 75 to 30.
: Maximum elevation from 15 to 20°.
: MAzimuth range from 11 to 15°.
: Minimum elevation from 0 to -10°.
: Ammo use from 75 to 30.
: Cost from 60 to 250.
: Health from 1120 to 1200.
: Cost from 100 to 150.