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From The Depths News

Update 2.4.9.8 Stable - The ring shield :D

What is up you impressive builders!

We are back with another round of new features, updates and fixes 😀

We think we should get some of the bad news out the way first. Unfortunately, we have had to move cluster crams and also the steam jets to our next sprint as we had a cluster of higher priority issues which we wanted squared away.

Abyay, has been working his stern off, revamping and tweaking our tutorials under the Essentials section. He is also working on story missions and would love to know what you liked / disliked from the missions, in order to make new ones or fix up the current story missions . He has also tweaked the price of cram and steam parts including the health of some steam parts.

Joris, has also been working on a ton of stuff for this update and these are just a few that I think are the most interesting;
Custom battle mode, which you can find under the Fight tab of the main UI.
We have plenty of options to set up our battles which can be saved and loaded, so we can jump right into a battle 😀

Yet I think the most interesting part of this is the ability to setup teams 😀 but try pay attention to how much volume/blocks are going to be in play at the same time 😊

Joris has also tweaked the UI to show the material costs for our constructs.
Numerous bug fixes and tweaks as well as also focusing on the coming campaign changes, which are going to be awesome!

Note: in-order to notice the material costs you would need to resave the construct in this update.

Draba, has been breaking our LAMS and missiles tweaking up and balancing our LAMS, missiles and missile distractors. He is also currently (it's not in this update) working on future ammo changes and more APS tweaks, while keeping in mind our new shields system, which gives an AC buff to any block that is on the outside of the construct (more on that below).

We now have groups for the simple weapons, Light / Medium / Heavy and the Custom shell weapons, thanks to Rhea for the models and Gladyon for implementing them.
The new additions from our last news update are:

Light

T-Class 20mm AA gun – 79 Material, uses simple shells with an AP of 10 and Kinetic of 150, reload 0.16s.


Medium

40 mm Quad AA Mk-I – 211 Material, uses simple shells with an AP 10 and Kinetic of 150, reload 0.225s.



40mm Octuple AA Mk-S – 331 Material, uses simple shells with an AP 10 and Kinetic of 150, reload 0.5s.


Heavy

Assault cannon – 59 Material, uses simple shells with an AP 4 Kinetic 250, reload 0.1s.
Custom shell weapons

Type A(L)3.7” Gun Shield – 173 Material, uses customised shells, reload time 3s shell calibre 94mm


Type L Casemated Gun – 277 Material, uses customised shells, reload time 4.5s shell calibre 130mm


Gladyon, has also tweaked the rail decorations so that they do not block detection gear and increased the distance that mimic blocks can be moved, as well as the numerous bug fixes and tweaks which you guys and girls can see in the update log below 😊

The following though is the most exciting thing (for me) from this whole update and that is the Ring Shield.

Ring shield is found in the misc tab under Shield Generator. The ring shield is created using 3 parts: The Generator, ring pipe and ring corner.

This simple setup will buff the AC of the front most or rear most block. When creating your ring shield ensure that the generators “tube/spike” is facing inside the ring.


Translating the tooltip, currently this size shield wants 510 power to run, and the area inside the ring is 120m2. However, the issue is “charged with”, if our pipe gets destroyed the power flowing through the system, which is coming out of the side of the tube/spike (in this case to the right-hand side), all that energy will shoot out and damage anything in its path.


This is how the setup will affect our outermost blocks. As you can see everything in green is what is currently being buffed and red are blocks that are not affected. If it is the outer most block it will have the AC buffed, this will also be added to the AC when stacking. This applies to every block type in the game.


However, if we add another ring horizontally, we have now buffed the top and bottom of our construct. Also note that the whole area is affected which can be bigger than the shield size.


Our single ring shield on this construct is giving us a bonus of 5.3 so this is buffing this single 4m wood beam to 8.3. This buff remains the same up to 16m, however after extending our wall 17m we can see that this drops to 8.2 AC, at 30m this drops again to 8.1.


In the following shot you can see that I have doubled up on our rings in every direction. The AC buff stacks so you can have multiple rings looking after top + bottom, left + right, front + back and the more area you have within your ring, the bigger the AC buff will be.


Please note: the bigger the area the shield has to cover (bigger the outer wall is) you will get less of a bonus as the shield has to cover a larger area.

To clarify some finer points, as an example you have 3m of 4m long beams stacked. Once you lose the outermost beam, the second beam (which is now the first) inherits the AC bonus and then the damage remaining from the shot will be applied to that block.

Turrets and anything placed on spin blocks are also affected by the AC bonus.

You cannot use both types of shields at the same time.

You can build your ring in any shape as long as it connects back to the generator block, so go and experiment, think about the direction of the beam should a pipe be destroyed so that it may not destroy a whole row perhaps :p .

If a part of your ring gets destroyed, be prepared for a stream of raw energy destroying blocks in its path.... (Sitting here waiting for someone to turn that into a weapon 😀 just don’t tell Nick about it)

Later on, we shall have an effect showing which blocks are affected via shift+p and also a “shielding effect” on the blocks for a bit of eyecandy 😊

Our fav build since our last update / news, is created by Dullparchment18, which we found over on Steam.



v2.4.9 [Add] : [BUG] path-finding did not use the player set turning circle value- now it does
v2.4.9 [Add] : Added a 'surface' view mode- this shows which blocks can be buffed by shield rings and also which blocks contribute to detection cross sections
v2.4.9 [Add] : [FTD-88] There is a new reason for vehicle destruction- prolonged fleeing from the battle area. This is to catch out of control enemies and destroy them to allow the battle to end. Sustained movement away from the centre of the battle will trigger this clause.
v2.4.9 [Add] : Added a custom battle mode where you can configure teams and add various settings to make vehicles fight in a controlled environment
v2.4.9 [Add] : [FTD-84] The effect of explosions on vehicles and debris has been tweaked as now looks much better
v2.4.9 [Add] : A new shielding system has been added that buffs vehicle armour class. It's based on the construction of large shielding rings that buff armour class in either the forwards/backward axis, the up/down axis or the left / right axis.
v2.4.9 [Add] : Circling simple ship and tank cards added
v2.4.9 [Add] : Added aesthetic tank tracks to the game. Tracks can be applied around existing wheels from the wheels UI.
v2.4.9 [Add] : A large number of new tutorials have been created to replace the old ones
v2.4.9 [Add] : [FTD-55] Aircraft can now be ordered to 50m their maximum recorded altitude so you no longer need to manually fly them high to record a high altitude
v2.4.9 [Add] : Right clicking the mirror button in build mode (when extended options are shown) will place a mirror immediately down the middle of the vehicle
v2.4.9 [Add] : [FTD-86] Added in a walker foot that supports useful terrain friction
v2.4.9 [Change] : Blueprints, prefabs and saved subobjects now store the material cost and block count in the file to allow faster loading. They now all display the block count and material cost in the file browsers, but only if saved in the this or a newer version of the game. Old blueprints won't show block count anymore until loaded and saved
v2.4.9 [Change] : Improved file loading to load blueprints for the file browser faster. Opening a folder with many blueprints should be significantly faster
v2.4.9 [Change] : [FTD-26] Overhauled the way that prefabs are captured, saved and loaded
v2.4.9 [Change] : [FTD-26] Overhauled the way that subobjects are saved and loaded
v2.4.9 [Fix] : Small quad launcher inventory tooltips fixed (they stated launcher supports 1 missiles)
v2.4.9 [Fix] : Fixed projectiles, especially frags, sometimes flying through blocks without hitting them ... again [BUGS-1086]
v2.4.9 [Fix] : Simple AI cards now properly maintain their used routine count [BUGS-1285]
v2.4.9 [Remove] : Changing the controller mode of a vehicle controller can now only be done by looking at the controller and pressing Q.
v2.4.9 [Remove] : I have removed the building control variant where G locks and unlocks the build marker orientation (when unlocked it automatically followed camera placement orientation) and tab would flip the build marker upside down when unlocked. This is a hang over from the initial style implemented 6 years ago where blocks were all 1x1x1 and their orientation was not that important. You can still tap G to orient the block in the direction of the camera, so you are not forced to use the rotation widget (tab).

What we are currently working on No2 Mid August - September

How are things going fellow gamers?

Another ‘what we are working on post’ is here and we have some AWSOME excellent stuff coming up in the next update which “should” be in our grubby mitts around the 27th August.

Towards the bottom of this page, you will find our current sprint, where you will find the whole list of all the additions and fixes we are working on, as well as what we have completed.
Some of these you may have already seen in-game.

We shall start with what we think are the most EPIC exciting additions.

Sticky feet have already been released (19th Aug), Nick had shown off some sort of sad looking stick insect with eight legs on Discord a while back, already walking with no issues.

I think I may finally start to make some land mechs and tanks :) Totally intrigued atm :D
No stick insects were harmed in the making of this.

Walking straight


Cluster Crams! After a joke that got “a little” out of hand in Discord, we bit the cram shell and started working on these little babies :D

Cluster Crams should work as follows: once the shell is launched and reaches ‘x’ distance to the target, it would split into x amount of smaller shells inheriting the flavours of the Cram. Unfortunately, for‌ ‌now, we do not have any figures in terms of how many clusters would spawn and if that would depend on guage or shell HP/both and how frag would be divided among them, and if they will also be able to use the pendepth fuse.

Abyay, has also been tweaking up our Crams



You can check out all the talk on the Cram changes here and also view the current idea in terms of material cost changes here. In short, Abyay is generally reducing the cost of Crams, so if your tetrising is up to scratch with autoloaders surrounding pellets, you would use fewer pellets - therefore a “cheaper” turret. A few adjustments will be made to heavy barrels as well as buffing frag pellets and other tweaks. These changes will not be detrimental to the current setups.

Trying to stick to all things projectile, APS will be getting a rate of fire stats to the UI.


We have also started to integrate most of Rheas’ simple weapons, which look absolutely AWESOME wondrous!
Stats are subject to change

Introducing the 94mm 'Type A' Heavy AA gun, which has a good elevation, uses APS shells.

The 'R Class' Very light MG fires very fast but doesn't do a lot of damage, and is best used for destroying exposed components or players. 600 rpm and a 30 round magazine.

The 'Mk-H' 40mm AA gun fires explosive shells, accurate and good against small and wooden aircraft. 200 explosive damage, 750m/s shell velocity, 2.6km range.

'Type-E' 60mm grenade launcher fires once per second, deals explosive damage in a fair area and fires relatively quickly. 700 explosive damage, 1.5 seconds reload 20 round magazine.

'64 pdr cannon' low tech is short-range but quite high damage if it hits. Good against wood at close quarters. 9,000 KE damage, 1 armour piercing, 1km range.

'Rokkits Revolutionary Revolving Blast Gun' is a 6 barrel invention of the DWG. A revolving automatic shotgun. 250 damage per shotgun fragment, 20 fragments per shot, 120 rounds per


We will also be seeing the first few changes to steam and also additions such as
Steam engine parts are a little stronger now
Steam jets for propulsion and turning. These will be able to work above and below the waterline once they are attached to the system via piping.
We will also be changing the steam engines to be self-regulating. Regulation would depend on our chosen steam pressure, which will be adjustable via ACB and perhaps in future via Breadboard.

The custom battle will also be ready for the next update, so I hope you have a few blueprints to send to friends and challenge them to a duel :D

Lately, we have been making tweaks and changes to the UI. This update also brings more artsy stuff and we have arranged the retrofitting UI. However in addition to these UI changes, we have also spruced up and released the Prefab and Subobject page earlier on the 19th of August, we now have unlimited slots to save all our good stuff in :)

We had a very nice suggestion on Steam by Ai, where a number of points were brought to our attention with regards to the starting fortress. From that post, we shall be seeing some changes to the starting fortress in the Neter campaign, such as
  • The refinery now has more flare stacks. This is going to help new players so they won’t be shocked out of their seats when something randomly explodes :D
  • AI has been moved away from the ammo storage, some material storage has also been moved.
  • Fortress has a starting altitude of 7m, which of course we can change in-game.
  • Missiles had some love and were changed up a bit, giving them more range around the 3k mark and the fortress can generally keep up with firing the missiles with no issues.
  • Fuel engine has been changed; it only puts out about 1500 power and it's built to where we can upgrade the engine and It's also more fuel-efficient at lower RPM.
  • As well as some eye candy tweaks.

On the subject of eye candy, we have done some small tweaks to the mimic block by increasing the traversal range by 10m :D and rail decorations no longer block detection systems.

During September we shall be seeing the changes to the campaign. The whole garrison system will be removed and replaced with a new and more lively Neter, including toggleable AI personalities (I would like a sadistic White Flayer one but I doubt that will be a thing :( )

We shall also be seeing the new 1x1 custom jet engines, a drill setup using steam, god mode for constructs in designer and the ability to automatically refill all ammo clips. This will save us time when we are testing out new ways of putting holes into White Flayer test subjects (Marauder lives matter!).

The ability to enter battle with hot engines for steam-powered constructs, steam engines to burn more efficiently when the burn rate is low, and efficiency will also be affected by the size of the steam setup.

Our pic of the week: This was created by ThinkingShobe which was posted on Discord.

Very well done looks mighty epic, and I am sure a lot of time was put into this.



Sprints end of August and through September, which is subject to change. (We accept no responsibility for strained eyes)



Walker feet and Save/Load prefab released early! :D

Firstly, big thanks to you all for supporting and helping. We are proud to have such an AWESOME mighty fine community!

We are currently (19/08/209) sitting at 86473 followers. We have released the walker feet and the save/load subobject-prefab super early!!

From The Depths Trailer

Hey all :)

We would love to show you all our new trailer :D

https://www.youtube.com/watch?v=QhTNESwAzs4

2.4.8 Stable release :D

What is up epic community 😀
We have released the next update v2.4.8 😀 which comes with numerous bug fixes, tweaks and new additions.

(2.4.7 is a special beta branch if anyone doesn't like 2.4.8.3)

We have worked hard to get tank tracks in this update, and I know the “track” taken to get here has been a long one. However there is a small delay as the delivery van had a puncture, since its still using tires. We will have the tracks here on Wednesday 14th along with the custom battle mode :(
*cough about time cough*

(I was going to insert a tank joke but I fear I would go off track)

Tank tracks will wrap around wheels automatically, choosing to lay above or below the wheel depending on placement. As you can see in the screen shot, the center wheel on the top row has the track passing under as the wheel is a bit lower than the rest in the line.

  • AI behaviour and maneuver

These cards will automatically add a behaviour and a manoeuvre which can come pre-configured as well as customisable.
  • Missile tweaks balance and improvements

Our epic missiles of mass boomness have been tweaked up! They are now 50% more agile meaning a much better hit rate and precise and fuel tanks store more fuel by 25% and an epic 250% boost to the decoys :O but missiles have had their damage cut to 75% - more stat changes and details on the decoys below
  • Lasers

Lasers have had another epic tune up, the list is long so more details will be found in the patch notes. However the new additions are, Armored focus and steering optic with 600HP, 20 armor costing 100 materials and 80 weight. The Output regulator now allows us to reduce the base energy discharge rate of cavities. Regarding minimum shot energy, the laser won't fire until the energy stored in the laser system reaches the value given. Burst size, if the energy gets below the minimum it will not shoot until the total cavity energy reaches the % given.
  • Aiming above water line

We now have the option to tell our dakka and anything connected to the mainframe using aimpoint selection to fire above the sea line! This is going to be a great benefit to us when it comes to our lasers for sure! Say no more to firing under the sea and losing a crap ton of damage :D
  • Cinematic camera

The cinematic camera will now allow us to focus on a shell APS/Cram/missile and specific parts of the construct will work by using shift+caps or ctrl+caps, which should give us a better way to record those special moments :D
  • Mirrored prefabs

We have recently set up a road to release challenge and we are really grateful that we have such an awesome community, and as you may know already we have hit the first milestone and unlocked prefab mirroring

  • Exporting STL files has been resolved :D So go 3D print your epic builds!
  • Live feed

You will be seeing announcements by us like news, bug related issues / fixes and any events etc at the main screen :D


News
With all that good stuff out the way, this is how things are looking behind the scenes.
What you are seeing in the images below are our sprints, and each sprint is a new update. This first image is the current sprint/update.



Everything that is crossed out on the right side is what has been completed.
Items tagged with Community engagement are suggestions that we pick up on from the main forum, Reddit, Steam and Discord. Tags with request tracker which is a more preferred method in sending us requests is through requests/suggestion page found here https://brilliantskies.customercase.com/forums/request-tracker. Please go check that out and vote on the things you like and if there is something you want added please leave a detailed suggestion and try to keep it to one suggestion per ticket.

For our next update we have the following planned, however we will probably be adding to this list and perhaps shifting one or two tasks to the next sprint.
This is the current list, which we hope will be settled for the 22nd August.



As you can see, there are signs of steam tweaks (there is more to come for steam in this or the next sprint) a new feature Steam jets, which we shall talk about another time and the most awesome cluster cram :D (cannot wait to stick a bomb chute using cluster crams on the White Flayers). The rail decorations in this list is a small fix to the current rails so they don’t block detection systems.

The following is subject to change!
You have probably noticed the Campaign stuff, which I am really looking forward to. We will be seeing a number of changes. There will no longer be garrisoned AI, and fleets will be on the map doing things like: patrol guarding fortifying / harvesting.

The AI should respond effectively to what the player is doing as well as the AI having a job system prioritising jobs like reclaiming a resource zone / reconstruct fortress to gather resources.
Lastly the AI should be using localised resources, and this should generate a lot of movement on the map with transporters.

Lastly my fave build that I found. This time on Reddit by MarijusLTU12

https://www.reddit.com/r/FromTheDepths/comments/cn50mv/i_like_boats/


Update log
v2.4.8 [Add] : Fortresses can now be controlled using ACBs
v2.4.8 [Add] : Missile hatches can now be forced open using ACBs
v2.4.8 [Add] : A cinematic camera option has been added. Press SHIFT + CAPSLOCK by default to access this. It follows the shell / missile or vehicle you are looking at. Mouse wheel or [ ] brackets zoom in and out in this view. It only works when not in first person view, at the moment.
v2.4.8 [Add] : Added the 'output' function to the maths evaluator that gets last frames output. If you can't wait for proper memeory components, you use this to make your own in the meantime.
v2.4.8 [Add] : The ability to mirror the placement of a prefab has been added. When a mirror is active only the mirrored prefab will be created. Remove the mirror to create the unmirrored version.
v2.4.8 [Add] : Color customization for holograms and texts
v2.4.8 [Add] : It is now possible to hide the hologram projector block
v2.4.8 [Add] : Armored focusing and steering optics added: 600 HP, 20 armor, 100 materials and 80 weight
v2.4.8 [Add] : New targeting option for aimpoint selection card: prefer blocks above water
v2.4.8 [Add] : Output regulator slider: burst size, if energy of a shot gets below the minimum it won't shoot again until total cavity energy reaches this %
v2.4.8 [Add] : Output regulator slider: minimum shot energy, laser won't fire until the energy given to the next shot reaches this value
v2.4.8 [Add] : Output regulator slider: reduces base energy discharge rate of cavities, between 0.1%-20%/second (mostly useful for big pulsed LAMS systems)
v2.4.8 [Add] : The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.8 [Add] : Add differential yaw: sets 50% turn left-right preset on all forward/backwards propulsion blocks left-right of the CoM
v2.4.8 [Add] : Automatic propulsion setup: newly placed thrusters/control surfaces use all possible presets based on their position/orientation(from pusher, turner, pitcher, roller)
v2.4.8 [Add] : Bombing run airplane AI
v2.4.8 [Add] : Bombing run hovercraft AI
v2.4.8 [Add] : Circling airplane AI
v2.4.8 [Add] : Circling hovercraft AI
v2.4.8 [Add] : Frontal hovercraft AI
v2.4.8 [Add] : New air block: Universal flight surface. Control surface that gets automatically configured. Old ones do not use the auto configuration
v2.4.8 [Add] : New behavior: bombing run. Lines up attack runs and pitches to the target on the last leg
v2.4.8 [Add] : New behavior: circle at distance. Circles the enemy, can rolls to match its elevation, can use up-down evasion, set specific sides and max approach angle
v2.4.8 [Add] : New configuration buttons on AI mainframe basic tab: Basic configuration, Add differential yaw, Remove hover control, Remove strafe control
v2.4.8 [Add] : New manoeuvre: airplane movement. Can use pitch to control altitude and roll into turns. Reduces thrust and circles the waypoint when idle.
v2.4.8 [Add] : New manoeuvre: hover movement. Uses up-down thrusters to control altitude. Parks at waypoints out of combat
v2.4.8 [Add] : New simple AI cards that automatically configure a behavior and manoeuvre
v2.4.8 [Add] : Point at and maintain distance behavior extended: left-right evasion, altitude absolute or relative to target, pitch limit
v2.4.8 [Change] : We've added in a live feed of information / annoucements and bug alerts into the main menu
v2.4.8 [Change] : Switched to new UI
v2.4.8 [Change] : APS flak damage up from 30% of HE to 40%, missile interceptor damage up by 60%
v2.4.8 [Change] : APS, CRAM and missile health increased by 50% across the board to follow energy and 0Q/output regulator limiting buff
v2.4.8 [Change] : Kinetic projectiles do double damage to missiles
v2.4.8 [Change] : 0Q laser damage/energy up from 0.5 to 0.75 (pulsed is 1)
v2.4.8 [Change] : 0Q laser now has 150% AP, compared to pulsed(down from 200%)
v2.4.8 [Change] : Armor for focusing/steering optics increased from 8 to 10
v2.4.8 [Change] : Focusing optics have better damage falloff reduction (10 of them do ~85% damage at 1000m, up from ~78%)
v2.4.8 [Change] : Laser cavity sizes up from 100/400/4000 to 150/600/6000
v2.4.8 [Change] : Laser pump base energy/second up from 20 to 30, power cost from 40 to 60
v2.4.8 [Change] : Simple laser damage/second down from 1600 to 1000, AP down from 10 to 8
v2.4.8 [Change] : AP modifier examples: 1 smoke 30%, 3 smokes 20.8%, STR 1 shield 53.6%, STR 10 shield 24.89%,
v2.4.8 [Change] : Frequency doubler cost up from 200 to 250
v2.4.8 [Change] : Laser shield is now the equivalent of a smoke with SHIELD_STRENGTH * 175 strength. Still only the strongest shield counts
v2.4.8 [Change] : Multiple smoke layers use the sum of their strengths to determine their AP reduction
v2.4.8 [Change] : Pulsed shots use all doublers with the same Q switch count as the beam. If multiple Q switch configs fire in the same frame their pump and doubler counts are summed to determine AP.
v2.4.8 [Change] : Smoke clouds have a strength value: 1000 for dispenser, 100/600 for 200mm/500mm APS warhead
v2.4.8 [Change] : Smoke now reduces laser AP, instead of damage
v2.4.8 [Change] : Smoke reduces laser AP to: 300 / (SMOKE_STRENGTH^1/3) % of the original (in other words reduction is proportional to density)
v2.4.8 [Change] : Smokes with a combined strength over 400 block laser missiles guidance and visual/laser detection equipment
v2.4.8 [Change] : Wavefront coder removed
v2.4.8 [Change] : Flare and sonar/radar target simulator signal strength up to 250%
v2.4.8 [Change] : Radar/IR/torpedo guidance now tries to recognize missile decoys, randomly reducing their signal strength to 10-100% (rolled when fired)
v2.4.8 [Change] : Remote guidance error added by signal jammer down to 75%
v2.4.8 [Change] : Signal processor component improves the decoy recognition of guidance, reducing remaining decoy signal strength to 25/20/15% (S/M/L)
v2.4.8 [Change] : Single pixel IR seeker reduces decoy missile signal strength to 15-30%, instead of 10-100
v2.4.8 [Change] : All damage cut to 75%
v2.4.8 [Change] : Fuel tanks hold 25% more fuel
v2.4.8 [Change] : Short range thruster now has the same efficiency as variable, 1 thrust for 1 fuel
v2.4.8 [Change] : Single pixel IR seeker angle down from 35° to 30°, still can't use signal processor and has half the signal strength threshold
v2.4.8 [Change] : Target priority modifier at an angle now scales with the the maximum angle of the guidance component.
v2.4.8 [Change] : Turning rate increased by 50% across the board
v2.4.8 [Fix] : Arrows added to the complex control action [BUGS-857]
v2.4.8 [Fix] : It is now possible to set the warp drives resting charge using an ACB [BUGS-1124]
v2.4.8 [Fix] : Propulsion powerscale can now be negative [BUGS-867]
v2.4.8 [Fix] : Setting AI behaviours now works fine [BUGS-1131]
v2.4.8 [Fix] : Opening or closing a door will now update the airpumps correctly [BUGS-799]
v2.4.8 [Fix] : APS barrels now extends correctly after having fired [BUGS-1141]
v2.4.8 [Fix] : APS recoil absorbers tooltip connection fixed [BUGS-1156]
v2.4.8 [Fix] : The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.8 [Fix] : Pipes must now be correctly oriented to connect to a boiler [BUGS-883]
v2.4.8 [Fix] : Fixed not being able to add more outputs to a component if it has many inputs
v2.4.8 [Fix] : Fixed the 'and', 'or' and '!' operators not working correctly
v2.4.8 [Fix] : The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.8 [Fix] : Main chair feature now working [BUGS-1096]
v2.4.8 [Fix] : The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.8 [Fix] : The default value for the air bleeding power is now fixed to '0.35', the '/Users//From The Depths/Player Profiles//profile/profile.ExplosionBalancing' file will be overwritten in order to reflect the correct default values (the automatic overwriting will be removed after a few weeks) [BUGS-1140]
v2.4.8 [Fix] : No more problem when setting the 'lock to image ratio' toggle with no image
v2.4.8 [Fix] : The holograms and texts will not disappear anymore when behind glass blocks [BUGS-95]
v2.4.8 [Fix] : Lasers are now aiming better at very long distances [BUGS-1131]
v2.4.8 [Fix] : Fixed NullReferenceException when trying to get the fleet info while a ship in the fleet was being scrapped
v2.4.8 [Fix] : [BUGS-1135] fleet and force commands can now be ordered to locations shared by map area names and scrap symbols (again).
v2.4.8 [Fix] : Required accuracy can now be enabled/disabled for missile controllers on the hull, the default status is disabled (when not on the hull, then it will always been activated) [BUGS-788]
v2.4.8 [Fix] : Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.8 [Fix] : Color will now be applied correctly to pistons when placed or loaded [BUGS-1176]
v2.4.8 [Fix] : Projectiles now correctly hit (or not hit) moving vehicles. Ricochets against moving vehicles now also take the velocity of the vehicles into account.
v2.4.8 [Fix] : Fixed a bug that caused propulsion requests to not be executed [BUGS-1001] [BUGS-995]
v2.4.8 [Fix] : Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.8 [Fix] : Fixed shells missing approximately one block out of 10
v2.4.8 [Fix] : Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.8 [Fix] : The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] : The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] : Debug explosion skill fixed (be careful, large explosions can hurt very badly)
v2.4.8 [Fix] : The STL exporter is now fixed. It exports 3D models of your vehicles which can be loaded into other modelling applications or 3D printed. It's accessible in the Construct Info UI (press V on a vehicle)
v2.4.8 [Fix] : The text block allowed 512 characters but actually could only save 255. Two more 255 text slots have been added to the block to fix this issue.
v2.4.8 [Fix] : Various laser tooltips updated
v2.4.8 [Fix] : It's no longer possible to accidentally interact with the main menu before the screen has fully faded in
v2.4.8 [Fix] : The ACB Controller UI now works fine when modifying the name of a button which is not the first one [BUGS-1111]
v2.4.8 [Fix] : The red channel of the color with shininess pickup is now working well with the mouse-wheel [BUGS-601]
v2.4.8 [Fix] : The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] : The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] : No more problem when using an ACB to control it
v2.4.8 [Fix] : The camera view shouldn't make the whole game to flicker [BUGS-1084]
v2.4.8 [Fix] : The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
v2.4.8 [Fix] : The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]