1. From The Depths
  2. News

From The Depths News

We have hit the first road to release milestone ! :D

What is up epic community!

We are really happy to see the follower count skyrocket from yesterday's post :D

We have hit the first milestone and we should be able to use the mirrored prefabs in the next stable release :D
We have also released the walker feet and the save/load subobject-prefab browser super early! (19/08/2019).

We are really proud to have such an awesome and helpful community! Keep it up as we really appreciate it :D

So make sure you are all following us:


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/



Road to release challenge

What is up all you epic people :D
Hope you are all having an awesome day and if not, then perhaps this may brighten things up. 

As the full release is just around the corner and as the White Flayers sacrifices of fluffy unicorns, that fart rainbows and puke Nyan cats are just not getting us anywhere, we are going to bring back the old players and fresh blood to the forums and our other platforms like Reddit and Steam. What we would really love is for our members to give more feedback and participate more with the development team, in the form of polls, questions and forum posts or even having a chat on Discord Smile

This will really help our community grow and we will all get to interact with new members, and new members will find it easier to get help on their builds on our official Steam group. We would like to encourage our members to continue to help new-comers with build issues so we can see more epic builds and have access to many more suggestions to improve From the Depths.

As a way of thanking you all with helping us, we will do our best to get these extra and new additions out with every milestone we hit much earlier than they are scheduled, this means that we will be cramming these features alongside what is scheduled in our sprints. So if you have not followed us on the following platforms, please go and smash that follow button like it owes you money!

If we don't hit the milestones, these additions would be added at a much later date. If we do however hit the milestones, we would have to work even harder to get them ready and cram them in the current sprint.

We are currently (while writing this) sitting at 84k in total across the platforms listed below, so all we need is 1200 followers and we shall get the Prefab Mirroring in-game with the next update Big Grin


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/

We are really happy to see, that since posting this yesterday we have already hit the 86k mark and we shall have Prefab Mirroring out on the next stable build.
Well done to you all for helping us in this first milestone! We are proud to have such an awesome community!

We are currently (11/08/209) sitting at 86201 followers from all platforms

2.4.7.16 The Laser Overhaul and Patch Notes

What is up all you awesome people! It is finally here, the update most of us have been waiting for and talking about: The Laser Rework! And an epically long list of bug fixes, tweaks and other additions to From The Depths. We have also switched up a number of UI elements and many new icons giving From The Depths a fresh look that even the White Flayers were over the moon and sacrificing mainframes with joy!



We do understand that this new look may not be everyone’s cup of tea and as always, we are here listening (reading) and paying attention to concerns, dislikes and welcome any awesome suggestions you guys have to improve any aspect of From The Depths.

Before we continue, we would like to thank you all for your support, suggestions and bug reporting.

We have overhauled the lasers which has been discussed since May, so if you missed that you can find it here. If you did miss it and feel like you’ve missed your chance to voice your ideas on the whole thing, then perhaps you should visit the main forum a little more :) However, as I’ve already said we are here, reading and waiting for your feedback.



While our current installed laser systems will show less damage output per shot (DON’T PANIC!), lasers are also using less energy per shot, meaning we can trim down our power houses and extend our lasers or install more shields/increase their power. Lasers are also at a fixed 0.05° inaccuracy, and the focusing optics reduce the damage loss over long distances, which is calculated as follows: for every 10m in air 3% /(2+FOCUS_COUNT) and if the laser is passing through water it would be 20x that. The rest of the changes are as follows for all thing's laser related and anti-projectile/missile:

⦁ APS flak damage increased by 25%
⦁ CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
⦁ Missile body component health doubled
⦁ Missile interceptor damage increased by 25%
⦁ Focusing and steering optic cost up from 20 to 50
⦁ Frequency doubler cost up from 50 to 200
⦁ Laser cavity costs down from 40 to 20 materials/cubic meter
⦁ Laser pump costs up from 20 to 50 materials/cubic meter
⦁ 1 laser energy is 1 damage for pulsed, 0.5 for continuous
⦁ 1m/3m laser pump power use decreased from 100/300 to 40/120
⦁ 1m/3m pump energy/second decreased from 100/300 to 20/60
⦁ Cavity energy storage down from 200/800/8000 to 100/400/4000
⦁ LAMS node damage penalty removed
⦁ Max size of optic meshes reduced to 60%, now the entire line is the same size (steering optics now do not form cones)
⦁ Maximum firing angle is smaller for longer optic lines
⦁ Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
⦁ Continuous lasers still do half the raw damage of pulsed, but they have double the AP
⦁ Laser shields do not directly absorb damage; they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
⦁ Laser shields now do not use energy, only power
⦁ A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
⦁ Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
⦁ Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
⦁ Smoke dispensers have 65% density/layer
⦁ Effective smoke density is reduced to 75% against wavefront lasers (so 30% instead of 40, for example)
⦁ Wavefront adjuster slider removed, now it reduces base damage to 50%
⦁ Wavefront lasers retain 4x the AP after hitting shields compared to a normal one (100% AP against strength 1, 20% AP against strength 10)


And if you think that was all we have done in the past two weeks then you should think again! We have created a new block type, The VideoBlock, which gives us a camera feed that can play local videos and YouTube, so you can watch your favourite anime while you traverse the 7 seas "liberating" Neter. You can also use the cameras attached to your turrets to see what they are pointing at and even from drones, which is awesome for recon flyers! I have to say I am in love with this block!! Its EPIC!



APS have some more changes that deserve mentioning here: HE, Frag, EMP and also Flak warheads now have 2AP from 0.1

We also have a configurable ACB controller which can control 12 ACBs, and we can set a mainframe’s behaviour using ACBs which was a suggestion by you awesome people. Another suggestion was to make the avatar immortal in designer mode, which can be toggled in the "Misc" tab.

Among the plethora of other bugfixes that you have all reported, namely missiles were not heading towards the targets due to increasing the max FPS setting, missile tutorial could not be completed has been fixed.
Barrels exploding while shooting its own projectile and visual glitches like black wood and railgun parts were not at the correct position / angle.
The advanced ammo controller ID was not being displayed has also been resolved, and Spin block torque was causing an issue on a number of constructs has been sorted.
We have also resolved the fluctuating battery bug along with, constructs that have been teleporting all over Neter, which has been reported by numerous members of the community.

We have done many tweaks and additions from what you awesome people have been telling us, and these can be found further down.

Lastly, we come to what is going to be happening at Brillant Skies for the next two weeks. After compiling a list of frequent suggestions and issues some players were having, we shall be working on the following among a number of other issues and additions.

One of the most discussed topics on discord is steam balancing. We have read so many awesome ideas and suggestions and the most common is scaling up steam power, leaving small engines as they are but making it far cheaper to run steam as you use larger boilers, sacrificing space for efficiency like turbocharger fuel engines. Another idea has been to make steam engines use less material as they spool up, which would allow more highly efficient slow spooling engines and much less efficient fast spooling engines. We shall have some changes for the next DevTest build, which you can all check out soontm and leave us your feedback here. Please remember to check the other topics in case someone has listed the same thing already, and if so smash that vote button.

Some of the suggestions that will be ready for our next DevTest build are:

Numerous breadboard updates with requests from the community including more target information, memory component which will store values when the construct its spawn in, logic gates and the most common suggestions is to drag and drop function for components along with dragging components into position instead of constantly snapping to the grid.

There has been talk about tank tracks for next DevTest build too! Which is something that is always popping up as a suggestion from our epic tank building community 😀

Some other interesting news, Gladyon is fixing bugs fulltime with us 😀 and the last time I checked with him, he had squished over two dozen bugs!

A little sneak peek much further down the road the campaign will be getting looked into, the garrison areas may be removed and the AI constructs that would be there may be able to roam around dynamically. So that means the AI will also be getting looked into! 😀 Tutorials are also listed to be revamped and we should be getting a road map very soon too.

I have also been hearing about Ship girls and how much Nick loves them.

This creation is by Arkhangelsk, that was posted on our Discord, which I think is awesome!





The full list of patch notes:

v2.4.7 [Add] : A configurable ACB controller block has been added, it can control up to 12 ACBs using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] : Fortresses can now be controlled using ACBs
v2.4.7 [Add] : It is now possible to set a mainframe AI behaviour using an ACB
v2.4.7 [Add] : Missile hatches can now be forced open using ACBs
v2.4.7 [Add] : Option to make the avatar immortal in singleplayer designer. Option is in the 'Misc' part of the menu
v2.4.7 [Add] : Rubber wedges (front and back 1m,2m,3m,4m) are now hand UV mapped rather than be procedurally tri-planar mapped like the rest of the rubber
v2.4.7 [Add] : Added a function to the maths evaluator to get the angle between two vectors
v2.4.7 [Add] : Multiple expressions separated by commas in the maths evaluator can be used to set different outputs of the component to different values
v2.4.7 [Add] : Missile proximity fuse component now has a 'minimum altitude slider'
v2.4.7 [Add] : Missiles with a harpoon that are attached to a winch can now pull and be pulled by the vehicle they are attached to. Enabled in the winch UI
v2.4.7 [Add] : The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.7 [Add] : Ability to set tutorial vehicles so that their blocks cannot be accidentally removed by the player. Now used in the first tutorial.
v2.4.7 [Add] : Added ability to highlight all sorts of buttons in the tutorials. Used in first tutorial.
v2.4.7 [Add] : Buttons (resource view, detection view, objectives, diplomacy) are displayed as required on the Fleet Control, strategic map view and tactical map view.
v2.4.7 [Add] : [EXPERIMENTAL] Camera feed is now available
v2.4.7 [Add] : A pre-configured video controller block has been added, it can fully control a VideoBlock using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] : Local videos can now be played
v2.4.7 [Add] : Several channels are now available
v2.4.7 [Change] : Choosing the types of AI PIDs you want to use is now done with toggles in the AI menu instead of setting them in the AI PIDs themselves.
v2.4.7 [Change] : EMP and Flak warhead bodies now have the same kinetic, AP and speed modifiers as HE and Frag warhead bodies
v2.4.7 [Change] : HE, Frag, EMP and Flak heads now have 2 AP instead of 0.1
v2.4.7 [Change] : Aiming cross hair no longer shows up if no weapon slot selected or weapon control disabled
v2.4.7 [Change] : The breadboard now uses a new maths evaluator that can use data types other than normal numbers. All available functions can be viewed in the breadboard
v2.4.7 [Change] : The supply route UI has been massively improved with a lot of new functionality for easily creating routes.
v2.4.7 [Change] : The 'Set to image ratio' button has been replaced by a toggle to lock the ratio of the projection to the ratio of the image
v2.4.7 [Change] : APS flak damage increased by 25%
v2.4.7 [Change] : CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
v2.4.7 [Change] : Missile body component health doubled
v2.4.7 [Change] : Missile interceptor damage increased by 25%
v2.4.7 [Change] : Focusing and steering optic cost up from 20 to 50
v2.4.7 [Change] : Frequency doubler cost up from 50 to 200
v2.4.7 [Change] : Laser cavity costs down from 40 to 20 materials/cubic meter
v2.4.7 [Change] : Laser pump costs up from 20 to 30 materials/cubic meter
v2.4.7 [Change] : 1 laser energy is 1 damage for pulsed, 0.5 for continuous
v2.4.7 [Change] : 1m/3m laser pump power use decreased from 100/300 to 40/120
v2.4.7 [Change] : 1m/3m pump energy/second decreased from 100/300 to 20/60
v2.4.7 [Change] : Cavity energy storage down from 200/800/8000 to 100/400/4000
v2.4.7 [Change] : LAMS node damage penalty removed
v2.4.7 [Change] : All lasers have a fixed inaccuracy of 0.05°
v2.4.7 [Change] : Focusing optics reduce damage loss over long distances. Damage loss for every 10m in air: 3% / (2 + FOCUS_COUNT). In water 20x that.
v2.4.7 [Change] : Max size of optic meshes reduced to 60%, now the entire line is the same size(steering optics now do not form cones)
v2.4.7 [Change] : Maximum firing angle is smaller for linger optic lines
v2.4.7 [Change] : Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
v2.4.7 [Change] : Continuous lasers still do half the raw damage of pulsed, but they have double the AP
v2.4.7 [Change] : Laser shields do not directly absorb damage, they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
v2.4.7 [Change] : Laser shields now do not use energy, only power
v2.4.7 [Change] : A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
v2.4.7 [Change] : Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
v2.4.7 [Change] : Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
v2.4.7 [Change] : Smoke dispensers have 65% density/layer
v2.4.7 [Change] : Effective smoke density is reduced to 75% against wavefront lasers(so 30% instead of 40, for example)
v2.4.7 [Change] : Wavefront adjuster slider removed, now it reduces base damage to 50%
v2.4.7 [Change] : Wavefront lasers retain 4x the AP after hitting shields compared to a normal one(100% AP against strength 1, 20% AP against strength 10)
v2.4.7 [Change] : Improved the distinction between out of play forces, selected forces, flagships and dead blueprints in the the tactical map icons
v2.4.7 [Change] : The garbage generated in memory has been divided by approximately 2 while in battle (so, the game should stutter 2 times less often)
v2.4.7 [Change] : Starting up the game is now largely multi-threaded and should take up to 20s less
v2.4.7 [Change] : Added gifs to behaviour, manoeuvre and additional tabs of AI UI to explain what they do
v2.4.7 [Change] : Changed the behaviour, manoeuvre and additional tabs of the AI UI to be less cluttered
v2.4.7 [Change] : Many new UI icons
v2.4.7 [Change] : Removed the UI of the AI PID block. Selecting what kind of PIDs you want is now done in the AI UI, which is also opened when interacting with an AI PID
v2.4.7 [Change] : Some new icons for the 'brushes' in the map editor
v2.4.7 [Change] : The 'favourites' build bar now has some slightly different graphics, and is easier to use
v2.4.7 [Change] : The give to/take from fleets UI has been updated
v2.4.7 [Change] : The 'Tree View' for loading blueprints has been changed to make it display at any size
v2.4.7 [Fix] : The 'Target' panel is now updated correctly when using the 'Paste' button of the UI instead of using 'Ctrl+V' [BUGS-996]
v2.4.7 [Fix] : The health of the applique blocks can now drop under 50%, and they won't explode anymore [BUGS-1069]
v2.4.7 [Fix] : [BUGS-1043] Adv Ammo controller once again shows its ID in the tooltip
v2.4.7 [Fix] : Fixed the jump animation of rambot not stopping after leaving a chair
v2.4.7 [Fix] : Reinforced wood and stairs no longer render black
v2.4.7 [Fix] : The moving parts of the blocks now shrink along with the blocks [BUGS-854]
v2.4.7 [Fix] : The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.7 [Fix] : Wooden wedges 1m, 2m, 3m and 4m now have the correct UV map for their texture.
v2.4.7 [Fix] : [Bug]-1056 Misile Testing Range updated into working order.
v2.4.7 [Fix] : [Bug]-1065 Typo fixed.
v2.4.7 [Fix] : The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.7 [Fix] : Battle is cancelled if all forces are scrapped during setup phase
v2.4.7 [Fix] : Enemy force boxes that are invisible on the map are now also invisible in HUD and fleet control UI
v2.4.7 [Fix] : Fixed withdrawn forces in a battle still showing up as force boxes
v2.4.7 [Fix] : Improved the fleet movements and ordering- they more closely follow orders when out of play now
v2.4.7 [Fix] : Magic wand in battle setup now has a tooltip explaining it
v2.4.7 [Fix] : Time now returns to 100% when fleet blockade messages are accepted
v2.4.7 [Fix] : You can now give multiple forces who are in patrol mode patrol orders even if they are split over several fleets
v2.4.7 [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]
v2.4.7 [Fix] : Custom jet engines now display the correct max fuel usage
v2.4.7 [Fix] : Fixed bug that prevented missiles from turning the direction they wanted to turn [BUGS-1024]
v2.4.7 [Fix] : Re-added the 'Apply to all' button to the new missile winch UI [BUGS-1035]
v2.4.7 [Fix] : [BUGS-937] meshes provided by mods with no normals will now have normals recalculated. This avoids issues where the block is rendered black.
v2.4.7 [Fix] : Fixed the bug where changing the mesh, material etc in a copied mod item also changes it in the pasted mod item [BUGS-1077]
v2.4.7 [Fix] : Fixed a number of projectile related bugs in multiplayer
v2.4.7 [Fix] : Fixed a serious bug causing clients to often spawn in with just a camera and no avatar
v2.4.7 [Fix] : Got 'attack on eyrie' mission and 'tower defence' missions loading again
v2.4.7 [Fix] : Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.7 [Fix] : Planets can now safely change the terrain resolution or terrain section size and planet swapping will work fine.
v2.4.7 [Fix] : Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.7 [Fix] : [BUGS - 1005] Issue with map pathfinding fixed- it could hang the campaign
v2.4.7 [Fix] : [BUGS-1004] Fixed a crash caused by warp engines warping from a background thread
v2.4.7 [Fix] : [BUGS-1007] Fixed the rotations of the railgun magnets- which all pointed downwards due to a bug in the last patch.
v2.4.7 [Fix] : [BUGS-1027] Multithreading issues to Helicopter Blade and Helicopter Blade Always Up components now fixed. Large numbers of these components spawned at once would create odd physics before the fix.
v2.4.7 [Fix] : [BUGS-955] All projectiles now advance one iteration immediately after firing to avoid destruction of own barrel (issue caused by multi-threading)
v2.4.7 [Fix] : [BUGS-962] flickering of the vehicle when spawning with 'block-by-block' toggled has been fixed
v2.4.7 [Fix] : [BUGS-965] Turn wheel adv controller options incorrectly configured and caused crash in ConstructInfoUi (V)
v2.4.7 [Fix] : [BUGS-966] fixed an issue in map pathfinding that causes campaigns to hang
v2.4.7 [Fix] : [BUGS-969] Low LOD mode issues with missile ejection fixed
v2.4.7 [Fix] : [BUGS-981] Missile laser once again properly excludes 'hits' off it's own vehicle
v2.4.7 [Fix] : Fixed bugs causing connected blocks to fall off and disconnected blocks to not fall off [BUGS-1078]
v2.4.7 [Fix] : Fixed fortress jitter, 'next song' button fixed, map editor UI scaling fixed, fleet/force button panel buttons now the correct size.
v2.4.7 [Fix] : Fixed shells missing approximately one block out of 10
v2.4.7 [Fix] : Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.7 [Fix] : The sound block now works in Multi-Player (it's also now possible to stop the sound with UI) [BUGS-1045]
v2.4.7 [Fix] : Hold Q options disabled in tutorials
v2.4.7 [Fix] : Tutorial display now remains visible while using certain other UIs
v2.4.7 [Fix] : Fixed terrain view distance being too low in fleet control UI
v2.4.7 [Fix] : Fleet and force rename popups now respond to escape and enter keys
v2.4.7 [Fix] : The 'favourites' build bar no longer spawns your vehicles directly under the crosshair if there is already a vehicle there- this avoids 'telefragging'.
v2.4.7 [Fix] : The headers of the UI panels now perfectly respond to mouse over events
v2.4.7 [Fix] : The 'info' panel on the right hand side (that displays warnings, etc) is now correctly positioned for most use cases in HUD, Fleet Control UI and Map UI.
v2.4.7 [Fix] : The 'map teleport' button now correctly cancels if you right click or re-click the button.
v2.4.7 [Fix] : Now works in multiplayer
v2.4.7 [Fix] : The camera view shouldn't make the whole game to flicker [BUGS-1084]

2.4.6.18 released (multi-threading, menus and more)

Hi all,
Excited to say 2.4.6.18 is now live. Main focus has been performance improvements via multi-threading. Early testers are seeing extremely significant improvements in frame rate (50% to 100%). The other focus has been on tidying up the main menu, in game menu and tutorial system. The breadboard system has seen a lot of improvements and a number of quite serious bugs have been addressed, including fixes and improvements to Drills and Repair bots.

v2.4.6 [Add] : ACB can now stop a sound block playing a sound
v2.4.6 [Add] : Mannequin block added. Options to automatically set pose still to come
v2.4.6 [Add] : A video block has been added (in Decoration)
v2.4.6 [Add] : Added input with information about the flagship of the fleet
v2.4.6 [Add] : Added input with information about the point the AI tries to steer towards
v2.4.6 [Add] : Added optional grid to the breadboards. Modules will snap to it if enabled
v2.4.6 [Add] : Breadboards now evaluate off the main thread
v2.4.6 [Add] : Scroll wheel now zooms in and out on the breadboard
v2.4.6 [Add] : The 'del' key can now also be used to delete in- and output
v2.4.6 [Add] : You can now zoom in and out in the breadboard
v2.4.6 [Add] : Drill bit/extension armour class is improved when drill is spinning
v2.4.6 [Add] : Seagulls now circle vehicles and avatars (as well as the camera) when the opportunity arises
v2.4.6 [Add] : You can now change the number of seagulls, or turn them off altogether
v2.4.6 [Add] : Added a cinematic block-by-block spawn option for vehicles in designer
v2.4.6 [Change] : Changed the maximum for the adjuster disable range setting of the charge behaviour to 2000m
v2.4.6 [Change] : Autoloaders save the shell they have chambered- this removes extra ammo usage on vehicle spawn
v2.4.6 [Change] : You can now command an AI to attack a specific target (using E interface) regardless of if it has a target prioritisation card on
v2.4.6 [Change] : FTD no longer changes 'unity scenes' between different modes- it just cleans out rubbish from the old mode and loads in the new stuff. It's faster and more stable this way- but if any rubbish is left over, let us know.
v2.4.6 [Change] : Item thumbnails in the inventory now load asyncronosly so they do not pause the main thread when you change inventory page.
v2.4.6 [Change] : Main menu and in game menus restyled
v2.4.6 [Change] : CW Laser sound now diminishes over time to to make it less annoying when constantly firing
v2.4.6 [Change] : Steam engine crank parts have been moved to a different rendering system.
v2.4.6 [Change] : All projectiles are calculated off the main thread now
v2.4.6 [Change] : Connection of block subsystems is now done off the main thread
v2.4.6 [Change] : Creation of chunked meshes is now done off the main thread
v2.4.6 [Change] : Pathfinding now allocates much less temporary memory
v2.4.6 [Change] : Power creation, usage and controllable blocks all processed off the main thread now
v2.4.6 [Change] : Rams are more efficiently processed now
v2.4.6 [Change] : Some repair logic and all detection logic calculations calculated off the main thread
v2.4.6 [Change] : Terrain generation now runs much faster and with smaller memory allocations
v2.4.6 [Change] : Game supports the use of 'gifs' in interactive tutorial scenes to help guide player- we've added one so far.
v2.4.6 [Change] : On completion of a tutorial segment you are prompted to pick another one to complete (three options provided).
v2.4.6 [Change] : Quizes have been removed from the tutorial content
v2.4.6 [Change] : Tutorial content interface updated
v2.4.6 [Fix] : ACB can now control the new GP-PIDs properly [BUGS-725]
v2.4.6 [Fix] : Fixed [FTDSCRUM-288] ACB list of blocks to execute not updated properly with blocks added/removed to/from spinblocks
v2.4.6 [Fix] : Multiple bugs fixed for adventure mode. Moving through warp gates no longer needs to physically reposition everything in the world, which is nice.
v2.4.6 [Fix] : Fixed A, B, C, D and E drives of the propulsion module all affecting the A drive
v2.4.6 [Fix] : [BUGS-887] Fixed a bug regarding the spawning of a vehicle with coloured particle cannon in campaign
v2.4.6 [Fix] : Fixed a number of bugs with drills and made them more dangerous
v2.4.6 [Fix] : [BUGS-322] out of play drones (of a mothership force) no longer have fuel costs associated with their movement
v2.4.6 [Fix] : [BUGS-322] out of play fuel consumption of forces now correctly stops when the force is not moving, and is proportional to the movement speed of the force
v2.4.6 [Fix] : Lua errors are now logged in the Lua box again [BUGS-769]
v2.4.6 [Fix] : [BUGS-793] Fixed map editor error when adding a new weather system
v2.4.6 [Fix] : [BUGS-629] Fixed LWCs not dropping bombs
v2.4.6 [Fix] : The build guide capture, added in 2.4.5, now actually works
v2.4.6 [Fix] : Blueprint spawners are now moderately supported in multiplayer- but not fully functional. Previously their spawns were not syncronised at all.
v2.4.6 [Fix] : [BUGS-924] Barrels of guns not placed forwards on the construct were rendered in wrong position
v2.4.6 [Fix] : Fixed mimic rendering issue where the mesh normals were not correctly stretched
v2.4.6 [Fix] : Fixed threading issues affecting propulsion / control systems / physics that were created in 2.4.6.0
v2.4.6 [Fix] : [BUGS-948] Fixed repair bugs (the repair-self block's repair bots)

2.4.5 released- new UI, HUD, usability improvements

Really excited to release 2.4.5. It's been a really busy week since 2.4.4 and we've achieved a lot. The HUD/UI in normal mode and build mode has been updated, there is a great new feature where pressing middle mouse brings up loads of extra HUD visuals and gives you a mouse with which to interact with them (build mode and normal mode).
We've also added a way to save down user interfaces for later use (so you don't need to navigate back through menus to find them, or find blocks deep inside the vehicle). A lot of bugs have been fixed and a lot of other changes have been made which you can read more about below.

As for 2.4.3 and 2.4.4 I've made a video explaining the changes- you can find it here https://youtu.be/dVKxSJfGTp8

The main place to talk about this patch should be on the official forums here:



v2.4.5 [Add] : Strafe and hover commands added
v2.4.5 [Add] : Added %, , >=, == and != operators to the maths evaluator
v2.4.5 [Add] : Added input to get the last propulsion request to any drive
v2.4.5 [Add] : Added input with various time related values to breadboard
v2.4.5 [Add] : Added select manoeuvre component to AI breadboard
v2.4.5 [Add] : Added target bearing input to primary target info of AI breadboard
v2.4.5 [Add] : Breadboards maths evaluator can now use the same functions as other maths evaluators. Also added many extra functions to all maths evaluators
v2.4.5 [Add] : Electric engines can now use complex controls
v2.4.5 [Add] : You can now create a Build Guide in game by pressing Shift+Insert (re-mappable) when in build mode to capture the current vehicle as a state in the build guide. Holding the key for 3 seconds will wipe what you have captured. In the modding interface you can dump your capture into a build guide definition. Expect to see higher quality build guides in game shortly.
v2.4.5 [Add] : [REQ-113] A bunch of modal confirmation windows added to avoid exiting to the main menu by error
v2.4.5 [Add] : You can now 'collapse' a UI instead of closing it, it will be added to the HUD so that you can open it at any point in the future- very useful for keeping track of useful blocks and PIDs!
v2.4.5 [Change] : Ai tutorial and manual updated.
v2.4.5 [Change] : Inventory names reorganized and new descriptions given.
v2.4.5 [Change] : You can rename blocks in build mode using SHIFT + N. All blocks can now be renamed.
v2.4.5 [Change] : Perma-build and Perma-remove are now remappable, but bound to CTRL+H instead of middle mouse (you can rebind it where-ever you like, but I have plans for middile mouse...)
v2.4.5 [Change] : The basic controls tutorial has been updated and expanded to be a lot more useful.
v2.4.5 [Change] : A display of what the mouse buttons do is now displayed whenever an avatar item is selected
v2.4.5 [Change] : ACB UI tidied up a bit, to make it all display on screen at once (no scrolling needed)
v2.4.5 [Change] : Added block thumbnails to the inventory so you can search visually by appearance
v2.4.5 [Change] : Controlled weapon status glitches fixed- now displays correctly the number of missiles
v2.4.5 [Change] : HUD and inventory UI no longer use the one size fits all scaled UI system- now they fit on the screen and use your selected fontsize and button dimensions
v2.4.5 [Change] : Painted and renamed blocks will display their paint index and custom name in the tooltip now
v2.4.5 [Change] : Path View is no longer an avatar item, but an option which is toggleable from the HUD after pressing middle mouse button
v2.4.5 [Change] : Resource bar view remapped from R to CTRL+R but is now toggleable from the extended HUD mode after pressing middle mouse button
v2.4.5 [Change] : Ships wheel no longer displays the 'turn sail left/right commands', these are simply 'roll left and roll right' buttons (you can hook them up to control sails / roll / whatever you want).
v2.4.5 [Change] : Tidied up the main HUD and the building HUD
v2.4.5 [Change] : Using icons for most character weapons / items on the toolbar now
v2.4.5 [Fix] : [BUGS-685] Fixed all the command inputs in the ACB
v2.4.5 [Fix] : [BUGS-717] Electric engine power not considered by ACB
v2.4.5 [Fix] : [BUGS-719] ACB aerial AI related crash
v2.4.5 [Fix] : [BUGS-704] Possible crash when removing a pipe when using steam engines with really a lot of pistons (or a dozen huge ones)
v2.4.5 [Remove] : Melee attack has been removed
v2.4.5 [Remove] : The old tactical UI, opened traditionally with 'N', has been removed from the game