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v2.3.1.13 Updated [Stable] Patch Notes

The more technical patchnotes of the stuff added since the Halloween Event.
You can also find these in your game in the main menu, you can see for yourself by category and version number. This is more of just a dump for overall viewing.

v2.2.28 [Add] : Added a slider for the one turn to control the flight path
v2.2.28 [Fix] : Code for rotating turrets and spin blocks tided up. Slow moving spinners now actually rotate correctly [BUGS-376]
v2.2.28 [Fix] : Failsafes can now optionally check for friendly vehicles
v2.2.28 [Fix] : Failsafes can switch targets when a friendly is in the way instead of holding fire
v2.2.28 [Fix] : Failsafes won't use chached values that are older that 1 second
v2.2.28 [Fix] : Fixed failsafes not working correctly for missiles
v2.2.28 [Fix] : Improved performance of existing failsafe functionality
v2.2.28 [Fix] : Switched to the new UI
v2.2.28 [Fix] : Mimic is synced over network [FTD-251]
v2.2.28 [Fix] : Fix to non PRB rendering of tiled structural components
v2.2.28 [Fix] : Fixed an issue with laser designated missiles (not) using other lasers on the vehicle
v2.2.28 [Fix] : Fixed various bugs in the new lua functions [BUGS-384]
v2.2.28 [Fix] : Missiles resetting to default now fixed
v2.2.28 [Fix] : Readded the 'Allow fire when partially charged' button to the railgun UI [BUGS-383]
v2.3 [Add] : Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine
v2.3 [Add] : Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is
v2.3 [Add] : Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through
v2.3 [Add] : Shaft bearing block: increase the max safe rotation speed of the assembly
v2.3 [Add] : Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft)
v2.3 [Add] : Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Add] : When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size)
v2.3 [Add] : You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable
v2.3 [Change] : Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons)
v2.3 [Change] : The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly
v2.3 [Fix] : Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection'
v2.3 [Fix] : Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles
v2.3 [Add] : Added high arc options to CRAM cannons as well
v2.3 [Add] : 2 parameters: start delay and fuel budget(in % of total fuel on missile)
v2.3 [Add] : New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel.
v2.3 [Add] : Only engages when the angle to the target is above 10°, has a 5° inaccuracy
v2.3 [Add] : Uses up 1 fuel tank in 5 seconds
v2.3 [Add] : Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Change] : New target type options: missile only, cannon shell only or everything
v2.3 [Change] : Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later)
v2.3 [Change] : M interceptor base damage up from 800 to 1000
v2.3 [Change] : Regulators give 100% of the base lifetime instead of 50%
v2.3 [Change] : S missiles take more damage from interceptors(80-100 from a small one)
v2.3 [Change] : Turnrate now isn't reduced below 100 m/s
v2.3 [Change] : 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo
v2.3 [Change] : Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0.
v2.3 [Change] : Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded.
v2.3 [Change] : Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0.
v2.3 [Change] : Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added)
v2.3 [Change] : The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point)
v2.3 [Change] : The friction coefficient applied to the main assembly is now only based on the number of reduction gears
v2.3 [Change] : The medium propeller of the small gearbox has been removed
v2.3 [Change] : The propeller shaft blocks are now a lot more durable and should resist against most explosions
v2.3 [Change] : The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear
v2.3 [Change] : The propeller shaft texutre is now different from the engine shaft texture to help differentiate them
v2.3 [Change] : The propellers are less heavy
v2.3 [Change] : The propellers now consume some (very few) of the energy generated by the steam engine
v2.3 [Change] : The tooltip indicating the state of the steam engine now display more information and is a lot more readable
v2.3 [Change] : There is now a mirrored version of the large reduction gear
v2.3 [Change] : Transition to the shaft added to the propeller models
v2.3 [Change] : All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] : Fragments are now evenly distributed (on average) instead of concentrated at certain directions
v2.3 [Fix] : Fixed bug in interceptors that causes it to destroy all enemy missiles
v2.3 [Fix] : Fixed turrets with missiles using the wrong information for aiming
v2.3 [Fix] : Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming
v2.3 [Fix] : Torpedoes no longer consider gravity for aiming
v2.3 [Fix] : Torpedoes now use the correct speed when aiming
v2.3 [Fix] : The 1m propeller is now working as intended
v2.3 [Fix] : The small sealed propeller shaft now works as intended
v2.3 [Add] : Updated the UI to the new format
v2.3 [Add] : Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do
v2.3 [Fix] : The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere
v2.3 [Change] : All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] : Casket bolt updated with mimics and updated haproons.
v2.3 [Change] : Davy Jones Outpost beaming redone.
v2.3 [Change] : Hoplite given a tuneup.
v2.3 [Change] : Nessie spotted once again but with some minor changes.
v2.3 [Change] : Sea Adder now paddle powered.
v2.3 [Change] : Shrike given more booms.
v2.3 [Change] : Scuttlegun replaced with fully paddle powered varient.
v2.3 [Change] : Shuriken given a shiny new gun.
v2.3 [Change] : Water Buffalo now fully paddle operated.
v2.3 [Change] : Conveictor given some touch up and mimics.
v2.3 [Change] : Dragonfly touched up.(edited)
v2.3 [Change] : Latobius given mimics and tune up.
v2.3 [Change] : Noir had mimic touch up.
v2.3 [Change] : Osprey touched up.
v2.3 [Change] : Songbird touched up.
v2.3 [Change] : Valkyria given functional harpoons again.
v2.3 [Change] : Cerberus had some missile changes.
v2.3 [Change] : Lamprey new railings and has been buffed.
v2.3 [Change] : Hunter given functional harpoons and extra tune up.
v2.3 [Change] : Razormaul touched up the missiles and has been given a shave.
v2.3 [Change] : Cutlass updated to new missiles.
v2.3 [Change] : Gnat updated.
v2.3 [Change] : Raft updated.
v2.3 [Change] : Rapier adjusted missiles.
v2.3 [Change] : Sentinel updated.
v2.3 [Change] : Starting rib changed missile gantries.
v2.3 [Change] : Wanderlusts updated.
v2.3 [Change] : Defiance Updated.
v2.3 [Change] : Iron Maiden replaced with a more up to date look.
v2.3 [Change] : Falcon has been completely overhauled.
v2.3 [Change] : Gannet replaced with a new body.
v2.3 [Change] : Banshee updated.
v2.3 [Change] : Lynx has a new shiny replacement.
v2.3 [Change] : Retribution has been completely overhauled.
v2.3 [Change] : Dragonclaw missiles swapped out.(edited)
v2.3.1 [Add] : The night is dark and full of terrors. Darkness encrouches upon FTD.
v2.3.1 [Change] : Grav. compensators now increase effective time by 100% of base
v2.3.1 [Change] : Increased cram projectile lifetime from 20s to 40s
v2.3.1 [Change] : Airship Gantry Atlas given a tuneup.
v2.3.1 [Change] : Atlas given a tuneup.
v2.3.1 [Change] : Costal Defense given a tuneup.
v2.3.1 [Change] : Monkey Barrel given a cleanup.
v2.3.1 [Change] : Sea Viper now much more aggressive.
v2.3.1 [Change] : Atlas retrofit given a tuneup.
v2.3.1 [Change] : Duster now has a secret weapon.
v2.3.1 [Change] : Iron Maiden drop a new album....I mean new Lore!
v2.3.1 [Change] : Retribution replacement finally overcome its stage fright.
v2.3.1 [Change] : Credits updated
v2.3.1 [Fix] : Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372]
v2.3.1 [Fix] : Autocannon now works (after repair) if killed whilst firing [BUGS-392]
v2.3.1 [Fix] : Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space
v2.3.1 [Fix] : Mouse 3 and 4 can now be mapped to most things
v2.3.1 [Fix] : Missiles no longer explode underneath the target's armour [BUGS-418]
v2.3.1 [Fix] : Propellers in reverse now consume power instead of creating some [BUGS-417]
v2.3.1 [Add] : The Forces of Winter in the North begin to show signs of movement! Rambots its time to take up arms and fulfil our Oath and fend off this Invasion!
v2.3.1 [Change] : DWG missiles updated for the entire faction to new specification for the new missiles.
v2.3.1 [Remove] : Attack on Rambot sucessfully defended, the forces of night retreat... for now.
v2.3.1 [Add] : Alloy and Metal armoured hatches added to decoration. Just like the bulkhead doors, they should add style without too much structural sacrifice.
v2.3.1 [Add] : Alloy and Metal bulkhead doors added to decoration. They should add style and not hinder your craft now.
v2.3.1 [Add] : Alloy Wedge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration.
v2.3.1 [Add] : Big and small chains added to decoration. You can now have proper chains for your ship anchors or... other things ( ͡° ͜ʖ ͡°).
v2.3.1 [Add] : Coal has been added to the game in the form of new styled resource containers. 8 cost for Coal Pile, 24 cost for Coal Pile Large.
v2.3.1 [Add] : Metal Wdge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration.
v2.3.1 [Add] : Reinforced Wood added in 1m, 2m, 3m, 4m variants. You can find them in them in the Blocks tab. Have nice reinforced Ship decks now.
v2.3.1 [Add] : Two new stairs for the more basic steel look in Regular and Stacked.
v2.3.1 [Change] : Mimics increased by 0.5 Material Cost. Ask Rhea Tongue
v2.3.1 [Change] : Portholes fixed of purple issue.

Forum Post Link to the patchnotes.
https://forum.fromthedepthsgame.com/showthread.php?tid=38506

v2.3.1.13 Merry Christmas and Happy Holidays Everyone! Festive Event is here!


Merry Christmas and Happy Holidays everyone. We hope you are having a wonderful time at home with the family or alone, enjoying the Holiday break.

The Festive Event is here! With the help of the community for ideas and all the submissions of holiday themed crafts, we're happy to announce a seasonal campaign to play and enjoy the creations. Please feel free to leave any feedback or suggestions as this campaign will be up for a while for everyone to enjoy.

Just download the update to FTD and it should be on the planet selector up top. With the Festive Event going up, the Halloween Event comes down but we've archieved the files so you can add it to your own game if you wish to continue playing it. The file can currently be found on our official discord pinned to the festive event channel.


Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs.
https://discord.gg/pKgnWdf
We're looking for your experience through the event! Take some snapshots and share it to everyone and if you think its a great photo, post it to #media_submissions and we'll post it to our media.

Follow our Twitter or Facebook for the screenshot showcase, perhaps even get your own posted to the official pages.
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

Check our forum where more of the technical details go for updates, and in an easier to keep up format if you're not accustomed to Discord.
https://forum.fromthedepthsgame.com/

Forum Link to the Updates
https://forum.fromthedepthsgame.com/showthread.php?tid=38506

Remember, have fun and stay safe in the Holiday seasons. Think of others too before you start overindulging.

Update v2.3.1 Attack on Rambot Released! - Happy Halloween!


Happy Halloween everyone! I hope everyone is have or had a wonderful time dressing up in costume, giving out candy, or receiving candy! Update v2.3.1 comes with the return of From the Shadow campaign! This time with the special event mission: Attack on Rambot! I hope everyone has fun with this little special mission as it contains all community designs. It is a special Tower Defense mission which hopefully is a different From the Depths experience.
Special thanks to everyone that submitted and helped.
Craft in image created by zombieeeeeee.

Huge steam parts have been accidently pushed out early, do not worry. They've been fixed up and it should all be corrected in the next quick patch. Will update the technical changes when that is done.

Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs. Share your screenshots and designs with others in the community as well.
https://discord.gg/pKgnWdf

Follow our Twitter or Facebook for the screenshot showcase, perhaps even get your own posted to the official pages.
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/


Technical change listing:
v2.3.1 [Add] : The night is dark and full of terrors. Darkness encrouches upon FTD.
v2.3.1 [Change] : Grav. compensators now increase effective time by 100% of base
v2.3.1 [Change] : Increased cram projectile lifetime from 20s to 40s
v2.3.1 [Change] : Credits updated
v2.3.1 [Fix] : Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372]
v2.3.1 [Fix] : Autocannon now works (after repair) if killed whilst firing [BUGS-392]
v2.3.1 [Fix] : Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space
v2.3.1 [Fix] : Mouse 3 and 4 can now be mapped to most things
v2.3.1 [Fix] : Missiles no longer explode underneath the target's armour [BUGS-418]
v2.3.1 [Fix] : Propellers in reverse now consume power instead of creating some [BUGS-417]

Content Changes
v2.3.1 [Change] : Airship Gantry Atlas given a tuneup.
v2.3.1 [Change] : Atlas given a tuneup.
v2.3.1 [Change] : Costal Defense given a tuneup.
v2.3.1 [Change] : Monkey Barrel given a cleanup.
v2.3.1 [Change] : Sea Viper now much more aggressive.
v2.3.1 [Change] : Atlas retrofit given a tuneup.
v2.3.1 [Change] : Duster now has a secret weapon.
v2.3.1 [Change] : Iron Maiden drop a new album....I mean new Lore!
v2.3.1 [Change] : Retribution replacement finally overcome its stage fright.

2.3.0.8 released

New steam parts such as a steam drive-shaft propeller. A turning jet for missiles and some bug fixes. Large rudder pieces and some new armour / decorative pieces. APS and CRAM cannons can now aim to lob shells in high artillery arcs.

v2.3 [Add] : Added high arc options to CRAM cannons as well
v2.3 [Add] : 2 parameters: start delay and fuel budget(in % of total fuel on missile)
v2.3 [Add] : New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel.
v2.3 [Add] : Only engages when the angle to the target is above 10°, has a 5° inaccuracy
v2.3 [Add] : Uses up 1 fuel tank in 5 seconds
v2.3 [Add] : Updated the UI to the new format
v2.3 [Add] : Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do
v2.3 [Add] : Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine
v2.3 [Add] : Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is
v2.3 [Add] : Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through
v2.3 [Add] : Shaft bearing block: increase the max safe rotation speed of the assembly
v2.3 [Add] : Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft)
v2.3 [Add] : Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Add] : When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size)
v2.3 [Add] : You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable
v2.3 [Change] : New target type options: missile only, cannon shell only or everything
v2.3 [Change] : Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later)
v2.3 [Change] : M interceptor base damage up from 800 to 1000
v2.3 [Change] : Regulators give 100% of the base lifetime instead of 50%
v2.3 [Change] : S missiles take more damage from interceptors(80-100 from a small one)
v2.3 [Change] : Turnrate now isn't reduced below 100 m/s
v2.3 [Change] : 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo
v2.3 [Change] : Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0.
v2.3 [Change] : Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded.
v2.3 [Change] : Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0.
v2.3 [Change] : Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons)
v2.3 [Change] : The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly
v2.3 [Change] : Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added)
v2.3 [Change] : The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point)
v2.3 [Change] : The friction coefficient applied to the main assembly is now only based on the number of reduction gears
v2.3 [Change] : The medium propeller of the small gearbox has been removed
v2.3 [Change] : The propeller shaft blocks are now a lot more durable and should resist against most explosions
v2.3 [Change] : The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear
v2.3 [Change] : The propeller shaft now need less energy from the steam engine in order to reach its maximum rotation speed, it depends on the number of reduction gears
v2.3 [Change] : The propeller shaft texutre is now different from the engine shaft texture to help differentiate them
v2.3 [Change] : The propellers are less heavy
v2.3 [Change] : The propellers now consume some (very few) of the energy generated by the steam engine
v2.3 [Change] : The tooltip indicating the state of the steam engine now display more information and is a lot more readable
v2.3 [Change] : There is now a mirrored version of the large reduction gear
v2.3 [Change] : Transition to the shaft added to the propeller models
v2.3 [Change] : All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] : Fragments are now evenly distributed (on average) instead of concentrated at certain directions
v2.3 [Fix] : Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection'
v2.3 [Fix] : Fixed bug in interceptors that causes it to destroy all enemy missiles
v2.3 [Fix] : Fixed turrets with missiles using the wrong information for aiming
v2.3 [Fix] : Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles
v2.3 [Fix] : Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming
v2.3 [Fix] : Torpedoes no longer consider gravity for aiming
v2.3 [Fix] : Torpedoes now use the correct speed when aiming
v2.3 [Fix] : The 1m propeller is now working as intended
v2.3 [Fix] : The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere
v2.3 [Fix] : The small sealed propeller shaft now works as intended

2.2.27.11 released. New missile sizes!

The full suite of missile changes has now been released for feedback, alongside a bunch of other new features such as the decorative "mimic" block, some new structural blocks and a "laser cutter" laser power based melee weapon, and improvements to wheels. Hope you enjoy it, and post any bugs
here

v2.2.26 [Add] : Added a 'mimic' block that is a decorate block that can take the mesh of any of the blocks in the game. It can also orientate it, position it and scale it. [FTD-251]
v2.2.26 [Add] : Rudder, jet(s) and propeller(s) now have smoothly increasing force outputs so they cannot go from +1 to -1 in one frame
v2.2.26 [Change] : Sail attachments, blocks and weather vanes now have reduced drag
v2.2.26 [Change] : Marauder given more fuel
v2.2.26 [Change] : Sea Adder switched to fill paddle power, and 100% more grenades!
v2.2.26 [Change] : Hummingbird widgets removed.
v2.2.26 [Change] : Iron Juggernaut performance increase.
v2.2.26 [Change] : Aardsterk performance increase.
v2.2.26 [Change] : Firefly performance increase.
v2.2.26 [Change] : Volta performance increase.
v2.2.26 [Change] : Eclipse performance increase
v2.2.26 [Change] : Flash perforamnce increase.
v2.2.26 [Change] : Refactored construct module code and the attributes that put a module into the game[FTD-42]
v2.2.26 [Change] : Vehicles now have high friction on terrain [BUGS-335]
v2.2.26 [Change] : Archangel improved to prepare for new missiles.
v2.2.26 [Change] : Pixy given more lunch from Mother Eros
v2.2.26 [Fix] : ACB complex key various bugs fixed
v2.2.26 [Fix] : ACB enemy/target altitude bounds fixed [BUGS-195]
v2.2.26 [Fix] : ACB range not shared in MP fixed [BUGS-243]
v2.2.26 [Fix] : ACB steam valve control now works [BUGS-337]
v2.2.26 [Fix] : Mimic block when loaded as part of a sub object now works [BUGS-301]
v2.2.26 [Fix] : Polarity taught that it is not Superman.
v2.2.26 [Fix] : Mouse based shift to replace in build mode now works on clients [BUGS-317]
v2.2.26 [Fix] : Rubber-banding of client vehicles when frame shifted in multiplayer fixed [BUGS-338]
v2.2.26 [Fix] : Fixed the flickering of the water pumped effect when the camera moves [BUGS-234]
v2.2.26 [Fix] : Jet particle trails no longer get stretched when the reference frame jumps
v2.2.26 [Fix] : Mass slider in game config panel now works again [BUGS-267]
v2.2.26 [Fix] : Missiles resettting to default missiles fixed [BUGS-290] [BUGS-269]
v2.2.26 [Fix] : Air balloons now function correctly for client in multiplayer [BUGS-258]
v2.2.26 [Fix] : All new wheel settings are correctly applied to the physical wheel model after load now [BUGS-238]
v2.2.26 [Fix] : Explosions now make visuals and sound on the client in multiplayer [BUGS-278]
v2.2.26 [Fix] : Qualification mode no longer crashes when a missile is fired [BUGS-298]
v2.2.27 [Add] : Rendering approach for chunks has changed, and a new construct module for efficiently rendering rotating drive shafts / crank shafts / anything that rotates on an axis has been added [FTD-263]
v2.2.27 [Add] : Spin blocks in motion now create propulsive forces when they hit the ground- this allows large rubber wheels and some styles of walkers to be made [FTD-265]
v2.2.27 [Add] : Added in a laser cutter component that creates a powerful melee weapon using the laser system [FTD-240]
v2.2.27 [Add] : Major additions to Lua: reworked Components and additions to Weapons, Self Awareness, SubConstructs and Misc.
v2.2.27 [Add] : All sizes have 2 launcher/gantry types: normal and rail
v2.2.27 [Add] : Both gantry versions cost the same, rail gantries have half the HP and 1/4 the weight
v2.2.27 [Add] : Gantry durability up, a bit below metal HP and 20 armor
v2.2.27 [Add] : Hatches added: 4x4 large hatch, 2x1 normal M hatch, 1x2 aerodynamic M hatch(less durable than the 2x1), 1x1 S hatch. The S/M hatches also contain a 1m gantry
v2.2.27 [Add] : Hatches have a bit below HA level weight and durability. They are not structural
v2.2.27 [Add] : Launchpads missing a gantry won't reload
v2.2.27 [Add] : Rail gantries can't have hatches/ejectors/lua transceivers but are as aerodynamic as a 4m slope
v2.2.27 [Add] : Rail launchers can connect to gantries on both sides
v2.2.27 [Add] : Rail launchers have an invisible version for aesthetic purposes
v2.2.27 [Add] : AI mainframe cost up to 400, GPP card cost up to 200
v2.2.27 [Add] : Each missile in the air needs general purpose processing power to function. If there is not enough GPP available its aimpoint will be off(right now by ~5m for every 10% missing)
v2.2.27 [Add] : Follows the aimpoint of the attached LWC, or the player aimpoint if the missile's weapon slot is selected
v2.2.27 [Add] : New missile component: remote guidance. 100% drag, 10% base HP, not limited to nose
v2.2.27 [Add] : Can only be placed after a short range/variable thruster
v2.2.27 [Add] : New component: secondary torpedo propeller, a wide rotating rim hanging over normal thrusters
v2.2.27 [Add] : Same options/output as a normal prop
v2.2.27 [Add] : The only component with double mass and has twice the drag of fins(slightly worse agility/acceleration and is ~20% slower than a dedicated missile/torpedo)
v2.2.27 [Add] : Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer
v2.2.27 [Add] : Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts)
v2.2.27 [Add] : New AI block: signal jammer, attaches to mainframes/connectors
v2.2.27 [Add] : This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out)
v2.2.27 [Add] : Uses power and interferes with enemy electronics(read: remote guidance missiles)
v2.2.27 [Add] : The vehicle event scheduling system has been refactored a bit [FTD-264]
v2.2.27 [Change] : Advanced cannons can now be set to aim using high arcs instead of only low arcs
v2.2.27 [Change] : Steam shafts given less cute names.
v2.2.27 [Change] : Naming has gone through some OCD changes, more consistant for mimic searching.
v2.2.27 [Change] : Duster now actually a propeller airplane.
v2.2.27 [Change] : Falkenheim had some new windows installed.
v2.2.27 [Change] : Shrike had mimic treatment.
v2.2.27 [Change] : Paddlegunner given paddle power!
v2.2.27 [Change] : Pilferer fully paddle powered and tuned up.
v2.2.27 [Change] : Aardsnel had the shakes removed.
v2.2.27 [Change] : Cirrus has mimic treatment.
v2.2.27 [Change] : DreadNought had mimic treatment.
v2.2.27 [Change] : Morning Star struck with military cutbacks.
v2.2.27 [Change] : Mosquito now has less malaria.
v2.2.27 [Change] : Rusted Ram Small House renamed.
v2.2.27 [Change] : Talon SkyFortress has mimic treatment.
v2.2.27 [Change] : Warhorse gone through some cutbacks.
v2.2.27 [Change] : Kite Fighter has a tuneup.
v2.2.27 [Change] : Machination given new railings.
v2.2.27 [Change] : Cerberus has been replaced with Maro's.
v2.2.27 [Change] : Aardvark Refinery has mimic treatment.
v2.2.27 [Change] : Aeonic given minor tuneup.
v2.2.27 [Change] : Ascension has been given some makeup.
v2.2.27 [Change] : Bee given more sober pilots.
v2.2.27 [Change] : Endeavour given some tuneup.
v2.2.27 [Change] : Gnasher given some makeup.
v2.2.27 [Change] : Hermes given some makeup.
v2.2.27 [Change] : Hunter has mimic treatment.
v2.2.27 [Change] : Hydroponics Farm has mimic treatment.
v2.2.27 [Change] : Iron Curtain has new shiny railings that are up to code.
v2.2.27 [Change] : Nightjar has mimic treatment.
v2.2.27 [Change] : Peacekeeper given some tuneup.
v2.2.27 [Change] : Smog given some backup.
v2.2.27 [Change] : Vulture given some makeup.
v2.2.27 [Change] : Warbird given some makeup.
v2.2.27 [Change] : Wasp given some makeup.
v2.2.27 [Change] : Werebat given a tuneup.
v2.2.27 [Change] : Beluga Elite fanned off a bit.
v2.2.27 [Change] : Dagger received some honing.
v2.2.27 [Change] : Mantis now has some new shades.
v2.2.27 [Change] : CrossBolt had mimic treatment.
v2.2.27 [Change] : Terawatt received more stabilizations
v2.2.27 [Change] : Inquisitor received some tune ups.
v2.2.27 [Change] : Functions added to get the propulsion inputs issued by AI and the player
v2.2.27 [Change] : Faster missiles are clumsier, turnrate decreases linearly with speed down to 30% at 600 m/s.
v2.2.27 [Change] : Fin force is proportional to the distance from the the center of the missile. Putting fins in the front come with a speed reduction/warhead offset but increases agility more than the 2nd fin in the back.
v2.2.27 [Change] : Fins are weaker higher up, turnrate decreases linearly from 100% to 50% at 500m. Combined with speed bonus higher up this means turning is still practically disabled at 500m+.
v2.2.27 [Change] : Turnrate is reduced at very low speeds, for now linear increase from 0% at 0 m/s to 100% at 100 m/s (high speed scaling )
v2.2.27 [Change] : Turnrate is reduced by SQRT(LENGTH_IN_METER), so a 3m S missile turns twice as fast as a 12m L with the exact same components.
v2.2.27 [Change] : Turnrates decreased across the board
v2.2.27 [Change] : APN changed, now it is affected by gravity
v2.2.27 [Change] : Missile controller now aims bombs using 70% the ejection speed of the first attached launcher
v2.2.27 [Change] : Missile controller now aims dumbfires using the max speed of the first attached missile at the current altitude
v2.2.27 [Change] : Ammo cost is 100(?)/cubic meter of gantry (3m S missiles 4x75, 6m M missiles 600, 12m L missile 4800)
v2.2.27 [Change] : Each gantry costs 200, 800 for large
v2.2.27 [Change] : Each launchpad costs 600 materials, 2400 for large
v2.2.27 [Change] : Launchpads that contain missile components cost 400/3200
v2.2.27 [Change] : Lua transceiver cost up to 2000
v2.2.27 [Change] : All missiles do some speed-based thump damage, adding bodies/thumpers increase this (1 body adds as much damage as 20 normal components, thumper is worth 1.5 bodies).
v2.2.27 [Change] : All warhead scaling is linear.
v2.2.27 [Change] : EMP damage is 200/2000/20000
v2.2.27 [Change] : Frag damage is 15x400, 30x2000, 60x10000 with all sizes having 6 AP
v2.2.27 [Change] : HE damage is 400/4000/40000 per warhead, radius is TOTAL_DAMAGE^0.33 (~33-50m for L missiles)
v2.2.27 [Change] : Replacing 1 normal warhead with a body means losing ~50% damage but gaining lots of HP. Missile impacts have 20 AP.
v2.2.27 [Change] : Underwater HE damage bonus down to 50%
v2.2.27 [Change] : All missiles/bombs in the air can be detected at a distance based on their size, even at 0 thrust
v2.2.27 [Change] : Passive sonar only picks up torpedos at a range that depends on their thrust
v2.2.27 [Change] : Thrust-based detection range scales with the ~square root of thrust
v2.2.27 [Change] : Each S/M/L ejector adds 75/50/25 speed (L heavy launchpad can take 8 ejectors)
v2.2.27 [Change] : Ejector addon cost up to 50
v2.2.27 [Change] : If launchpad has 0°/0° ejection elevation/azimuth thrusters and propellers give a base launch speed: SR thrusters 100 m/s, torpedos(only primary) 50 m/s, S/M/L variable thrusters 40/20/10
v2.2.27 [Change] : Launchpads with hatches can't set ejection elevation/azimuth
v2.2.27 [Change] : Setting ejection azi/ele further from straight forward/backwards gradually reduces speed, down to 75% when either is 90°, 50% when both
v2.2.27 [Change] : Variable thruster got a start delay parameter, 0-10s
v2.2.27 [Change] : Proximity fuse only available on M/L missiles
v2.2.27 [Change] : Proxy should be a bit more reliable now, not terribly useful but those so inclined can go squirrel hunting with L missiles
v2.2.27 [Change] : Proxy takes up volume equal to 20% of an M missile component
v2.2.27 [Change] : Safety fuse only takes half the volume of an S module, rest can be filled up with useful things
v2.2.27 [Change] : L launchpads and gantries are 2x2 and 1m high, each gantry contains 1 missile component
v2.2.27 [Change] : M is the current size
v2.2.27 [Change] : Missile lifetimes are 10/20/40 seconds, 20/40/80 for bombs and torpedos
v2.2.27 [Change] : Reload time of a launchpad is 10 * SQRT(LENGTH_IN_METER)
v2.2.27 [Change] : S has 4 missiles/launchpad and each gantry holds 4x4 missile components
v2.2.27 [Change] : Small/medium/large missiles (S/M/L from now on)
v2.2.27 [Change] : Flak damage up from 20% of HE to 30% of HE
v2.2.27 [Change] : Flak radius multiplier down to 2.5 from 4 (~76% the previous final value with the damage change)
v2.2.27 [Change] : LAMS attenuation ~75% at 500m, ~49% at 1000m
v2.2.27 [Change] : LAMS damage down to 20% of the previous value (uses the same amount of laser energy)
v2.2.27 [Change] : LAMS inaccuracy down to 0.05°
v2.2.27 [Change] : LAMS node material cost up to 200
v2.2.27 [Change] : Both harpoons and cable drums are max health components
v2.2.27 [Change] : Cable length is 300/600/1200 for S/M/L cable drums, half that for the harpoon itself
v2.2.27 [Change] : Cable strength is 500/2000/8000 for S/M/L
v2.2.27 [Change] : Cables break at max range
v2.2.27 [Change] : Each winch power provides 3 force(an M harpoon cable with maxed winch is 133% the force of a huge jet).
v2.2.27 [Change] : Half the harpoon force is applied at the mainconstruct's CoM, half at the contact point(part CoM to reduce flipping)
v2.2.27 [Change] : Winches are now attached to launchpads
v2.2.27 [Change] : Winches can only have 1 harpoon cable attached(won't let you fire a harpoon without a free winch)
v2.2.27 [Change] : Winches need power to work and they can be configured to use up to as much power as the cable strength of the attached launchpad(like a fishing pole, it will ease up if the cable would break)
v2.2.27 [Change] : EMP/HE/frag warheads, thrusters and IR/radar/laser guidances 20%
v2.2.27 [Change] : Fuel/fins/everything else 40%
v2.2.27 [Change] : Lua transceiver/remote guidance 10%
v2.2.27 [Change] : Missile component base HP is 20/200/3000, each type has its own modifier on that
v2.2.27 [Change] : Missile HP is the sum of component HPs
v2.2.27 [Change] : Single pixel IR seeker, torpedo sonar, torpedo propeller modifier is 50%
v2.2.27 [Change] : Thumper head, body, harpoon/cable 100%
v2.2.27 [Change] : All countermeasures are even more WIP than the rest, numbers are just illustrations
v2.2.27 [Change] : Charge damage is 6 * BASE_HP_OF_M_MODULE, 1200 right now
v2.2.27 [Change] : Charge range is 35m
v2.2.27 [Change] : Interceptor heads are only available on M missiles
v2.2.27 [Change] : Interceptors coordinate, they will assign enough damage to comfortably kill the target and prioritize finishing missiles others already got a lock on
v2.2.27 [Change] : Interceptors have 3 charges, they use them all at once: main target + 2 additional missiles if there are any in range, otherwise the charges are wasted
v2.2.27 [Change] : Interceptors only trigger if they are very close or have started to move away from the target but are still in range(goal is to get in the middle of swarms)
v2.2.27 [Change] : Interceptors prioritize targets larger than themselves(+also take range and angle into account)
v2.2.27 [Change] : They retarget if the have missed their contact or the target is destroyed
v2.2.27 [Change] : APN, TPG and 1-turn are now small components: only take 1/2 the volume of an S component, 1/16 of M, 1/128 of L
v2.2.27 [Change] : Final component health will be the volume-weighted average of APN/TPG/1T (40%) and the filler's health modifier (body 100%, fuel 40%, HE/EMP 20%)
v2.2.27 [Change] : The rest can be filled with fuel, HE, EMP or be reinforced for health/thump damage(body). Launchpads got a slider with these options
v2.2.27 [Change] : Less possible downtime against destroyed projectiles
v2.2.27 [Change] : Option to stop firing when under smoke
v2.2.27 [Change] : Option to target only out of water/under water projectiles
v2.2.27 [Change] : Options to target only projectiles with a diameter above X mm and/or below Y mm (missiles are 250/500/1000mm)
v2.2.27 [Change] : Stricter angle/distance checks
v2.2.27 [Change] : Will look for another target when the previous one is starting to get further away
v2.2.27 [Change] : After they left the vehicle all non-terrain contact will trigger the full impact damage
v2.2.27 [Change] : EMP/harpoons/flares now still work if impact damage destroys the block hit (EMP can jump 6m, harpoons/flares 3m to the nearest block)
v2.2.27 [Change] : Explosion triggered by missile impacts/destroying missiles only happens if warhead arming delay is over(and impact is not on the launcher if there is a safety fuse on the missile)
v2.2.27 [Change] : harpoons/flares now still work if EMP damage destroys the block hit
v2.2.27 [Change] : Impact damage uses the relative velocity of the missile and the target hit (head on collision more damage, hitting a plane from behind less)
v2.2.27 [Change] : Missile use new gridcast hit detection, can't teleport through armor
v2.2.27 [Change] : Missiles that didn't leave the launching vehicle can only damage it if the go faster than 75 m/s (below that they only bounce around on collisions)
v2.2.27 [Change] : Missiles with 0°/0° ejection angle and downwards facing bombs are moving on rails, won't deviate from the launchpad until they completely leave it
v2.2.27 [Change] : Overall launching is much more lenient, no more scattering
v2.2.27 [Change] : Anything with fins can glide, redirect their velocity(from gravity/turns) to a forward pointing one
v2.2.27 [Change] : Conversion rate depends on angle of missile and velocity, 100% at 0°, 50% at 90°, 0% at 180°, with 20% loss
v2.2.27 [Change] : Conversion rate is further reduced at very low speeds, 0% at 0 m/s, 100% at 30 m/s
v2.2.27 [Change] : Fin bonus speed and cheat method reworked into 'gliding'
v2.2.27 [Change] : Drag reduction is linear from 100% at 0 altitude to 50% at 500m (missiles are still faster higher up, but aren't off-the-charts)
v2.2.27 [Change] : Fins 200% drag, secondary torpedo propeller 400%, sonar/radar buoys 500%
v2.2.27 [Change] : Fuel tank capacity doubled (1000/10000/100000)
v2.2.27 [Change] : Highest practical missile speed is ~400m/s (2m long S with SR thruster)
v2.2.27 [Change] : Maxed out variable thruster speeds are ~240/220/200 m/s for 3/6/12m S/M/L missiles
v2.2.27 [Change] : Radar/IR/laser guidance 60% drag, single pixel/thumper/torpedo sonar 40%
v2.2.27 [Change] : Short range thruster is fixed 450/4500/45000 output and 600/6000/60000 fuel/sec, 5 sec max
v2.2.27 [Change] : Torpedo limit 200/2000/20000, 80/800/8000 fuel/s at max
v2.2.27 [Change] : Torpedos are ~90/80/70 m/s
v2.2.27 [Change] : Variable thruster limit 300/3000/30000
v2.2.27 [Change] : Variable thrusters/torpedo propellers can also set a start delay
v2.2.27 [Change] : Bailey has less booze on board.
v2.2.27 [Change] : Churl has less booze on board.
v2.2.27 [Change] : Constellation has mimic treatment.
v2.2.27 [Change] : Defiant given more sober Captain.
v2.2.27 [Change] : Partisan given new railings.
v2.2.27 [Change] : Constitution has mimic treatment.
v2.2.27 [Change] : Fairday has a new captain.
v2.2.27 [Change] : Angler has mimic treatment.
v2.2.27 [Change] : Chancellor has mimic treatment.
v2.2.27 [Change] : Huskarl given some tuneup.
v2.2.27 [Change] : Essen has less boose on board.
v2.2.27 [Change] : Iron Cross has minor tuneups.
v2.2.27 [Change] : Nightingale has mimic treatment.
v2.2.27 [Change] : Seagull has new railings.
v2.2.27 [Change] : Straussland given some tuneup.
v2.2.27 [Change] : Event Horizon has a tuneup.
v2.2.27 [Change] : Allegiance installed new railings up to code.
v2.2.27 [Change] : Chrysaetos had mimic treatment.
v2.2.27 [Change] : Coal Factor has a mimic treatment.
v2.2.27 [Change] : Dromaeo had their pilots retrained.
v2.2.27 [Change] : Gannus given a slight new paintjob.
v2.2.27 [Change] : Hammer now has some new shades.
v2.2.27 [Change] : Iron Maiden installed new railings up to code.
v2.2.27 [Change] : Reefshark appointed a new Captain.
v2.2.27 [Change] : Thunderchild has a big tuneup.
v2.2.27 [Change] : Annularis given new shades and tuneup.
v2.2.27 [Change] : Catshark has mimic treatment.
v2.2.27 [Change] : Excalibur given some tuneup.
v2.2.27 [Change] : Greatwhite has a new captain with some tuneups.
v2.2.27 [Change] : Icarus has mimic treatment.
v2.2.27 [Change] : Maelstrom given some tuneup.
v2.2.27 [Change] : Novara received a new Captain.
v2.2.27 [Change] : Remora has mimic treatment.
v2.2.27 [Change] : Trident given some tuneup.
v2.2.27 [Change] : Trondheim has mimic treatment.
v2.2.27 [Change] : Victoria given some tuneup.
v2.2.27 [Change] : Asphodel given some tuneup.
v2.2.27 [Change] : Bayonet has mimic treatment.
v2.2.27 [Change] : Bullshark has a new Captain and given some tuneups.
v2.2.27 [Change] : Kitakami has mimic treatment.
v2.2.27 [Change] : Spectre has a tuneup.
v2.2.27 [Change] : Thyr has mimic treatment.
v2.2.27 [Change] : Valient given some tuneup.
v2.2.27 [Change] : Cinder has new been given new crew training.
v2.2.27 [Change] : Exter has some minor tuneups
v2.2.27 [Change] : Guernsey given a tuneup.
v2.2.27 [Change] : Hydra has mimic treatment.
v2.2.27 [Change] : Manatee has mimic treatment.
v2.2.27 [Change] : Norge has new riggings up to code.
v2.2.27 [Change] : Reaper has mimic treatment.
v2.2.27 [Change] : Rhea given large tuneup.
v2.2.27 [Change] : S.M.S. Daring installed new railings up to code.
v2.2.27 [Change] : Sabre given crew retraining and tuneups.
v2.2.27 [Change] : Sacrilego had some corners cut off.
v2.2.27 [Change] : Shadowcat has mimic treatment.
v2.2.27 [Change] : Weapon UIs moved to the new UI format
v2.2.27 [Fix] : Ohm had its LAMs reconnected.
v2.2.27 [Fix] : Remote guidance when under manual control can aim at the specific player aim point now.
v2.2.27 [Fix] : Missile control blocks that have been killed and repaired stopped working [BUGS-350]
v2.2.27 [Fix] : Mouse based building shift to replace stopped working in mirror mode [BUGS-357]
v2.2.27 [Fix] : Tank mode wheels are now controlled well by AI and work when forward speed request is high