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3.8.0.4 More small fixes and campaign updates

Fixes:
Multiplayer - Resource zones will now no longer be infinite in multiplayer if they've been set to be finite in the world editor.
Fuel build UI - Same treatment the plasma one has had. Will gradually roll this out where its appropriate and possible to do.

[Neter]
Brigand (DWG): New carrier ship that deploys a helicopter and launches barrages of missiles at its foes from afar. Godly difficulty, adventure difficulty 30.
Flail (GT): Minor deco update.
Gog (GT): Deco fixes, minor block adjustments.
ICBM (GT): Fixed a few disconnected CJEs, deco updates.
Morningstar (GT): Same as Flail.
Velocity (SD): Overhauled; still retains its original role as a high-speed missile plane. Hard difficulty, adventure difficulty 30.
Anguish (TG): Updated CA parameters.
Spite (TG): Updated scuttling.
Spear (OW): Fixed duplicate airpumps/connection logic.
Umbra (LH): Now classified as a submarine
Banshee (SS): Fixed missing glass block.
Damacy (GT): Fixed side turret rotation.
Peacekeeper (SD): Retired, awaiting rework.

[AotE]
Dust Chopper (DWG): New DWG bike unit; a small, fast, agile unit with a powerful missile. Adventure difficulty 5.
Smuggler (DWG): New DWG tank; a monosider with a mixture of cannons and missiles. Adventure difficulty 25.
Tuareg (DWG): Entirely overhauled; a large mobile base with a large assortment of weaponry alongside 2 Copperheads and 2 Dust Choppers accompanying it. Will be updated with adventure difficulty once validated.
Longhorn (OW): Overhauled and added back to active roster; an aggressive, ramming tank. Have you ever had a castle drive into you at over 80 m/s? Adventure difficulty 60.
- Fixed a "too high" scuttling problem for various land designs (and their subconstructs)
- All AotE designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing.

[Glao]
Emerald (OFD): Now properly spawns in the air. Whoops.
Helicopter (TRD): Removed dediblades, minor deco overlapping fixes. Likely slated a for a rename/rework in the future.

- All designs through Neter, AotE, and Glao should have updated collision avoidance settings (Christmas campaign will get a passover in the near future). Note that there may be some mistakes with the parameters, which can be updated based on feedback. However, craft intended to ram should at least try to ram properly. If designs aren't behaving as intended, please report it to the unit-design-bugs channel on Discord.

Teeny update

A few small changes added:

Decorations, Added strategic antenna and dish piece to a conversion dictionary to retain any decos that used the old meshes. This would need to be applied to an old blueprint saved prior to 3.8.0.

Collision Avoidance, Changed defaults to 5 and changed increments to 0.1.

Collision Avoidance, Added warnings to routines that may be affected by collision avoidance to check collision avoidance settings.

Teeny update

A few small changes added:

Decorations, Added strategic antenna and dish piece to a conversion dictionary to retain any decos that used the old meshes. This would need to be applied to an old blueprint saved prior to 3.8.0.

Collision Avoidance, Changed defaults to 5 and changed increments to 0.1.

Collision Avoidance, Added warnings to routines that may be affected by collision avoidance to check collision avoidance settings.

Stable 3.8.0.1

**Stable 3.8.0.1**



This is basically an AI update. We've spent a lot of time getting waypoints and collision avoidance working a lot better. There are also a few more goodies thrown in.
As with every update you might need to close down steam entirely to get it to show the download promptly.

Added:

Collision avoidance - Added a bearing/heading collision avoidance routine where vehicles will turn to avoid each other. This complements the existing vertical collision avoidance which orders pairs of vehicles to change altitude to avoid one-another.
UI - Increased the fidelity of path view mode showing each alteration that collision avoidance / altitude adjustment etc make to the waypoint.
LWC - Added minimum block count limit and minimum speed limit to the existing slider.
Breadboard - Added a time of day module for outputting the time of day.
Breadboard - Added a target volume output to the target info module for AI breadboard.

Fixed:

Collision avoidance - Fix to the aerial collision avoidance where the choice to avoid only friendly units would result in only avoiding enemy units.
UI - Fixed an issue causing path view tooltips to not show up when in fleet control mode with a unit selected.
Multiplayer - Adventure bell ringing noise is more audible and triggers correctly on clients.
Multiplayer - Munition decorations for missiles now spawn in correctly on clients.
APS - Bug with 2m mantlet fixed where the tooltip was displaying incorrect max possible elevation.
Target Prioritisation - Bug fixed where the bonus to current slider couldn't go negative.

Changed:

Pathfinding - Paths that finish in unsuitable terrain (water depth or land height issues) will never be selected, but paths that travel through these areas can still be chosen if the starting point of the vehicle is also unsuitable.
Collision avoidance - Fixes to the system that determines when an aerial collision is likely to take place.
Collision avoidance - Collision avoidance option is no longer ON/OFF/FRIENDLY ONLY. You can toggle avoidance for FRIENDS/ENEMIES and toggle ON/OFF each different routine.
AI - Point at and maintain distance behaviour tries harder to find a suitable place to position the original waypoint when the waypoint is inaccessible due to land height /water depth.
Pathfinding - Pathfinding will move the final path node onto the goal position to make pathfinding more accurate when a large turning circle is selected.
Pathfinding - Pathfinding will effectively reduce the turning circle variable when close to the end point to increase the accuracy of getting to the waypoint.
Cutaway - Changed increments in UI to 0.5.
Decorations - Changed allowed decotabs on a block to be 200 from 32.

Removed:

AI - Removed the practically unused support for multiple terrain pathfinding end points to simplify pathfinding.

3.7.3 Stable

Stable 3.7.3

Simple weapons, It is now possible to remove a built-in shell type from the simple weapons UI [BUGS-4214].
Simple weapons, Removing a built-in shell type from the ammo controller UI will now be properly processed in the simple weapons UI.
Simple weapons, Editing a deleted/destroyed shell type is not possible anymore.

Plasma cannons, Build guide and prefabs added.
Plasma cannons, Added short names for localisers.
Plasma cannons, Weight of all plasma components halved.
Plasma cannons, Fixed some descriptions.
Plasma cannons, Damage variance increased to 70-115%. For most of testing it was 70-110% and later went down to 50-110% and then 20-120% (currently). 70-115 means smaller projectiles do slightly more damage and larger ones do slightly less. Originally didn't want to buff small since without overkill its very similar to APS and APS should be the default generic with plasma focusing on anti armour. After review though it was too in favour of large than small.
Plasma cannons, Added damage falloff to tooltip.

AI, Some textures and meshes have been changed to make them easier to identify. An alternate camera 90 mesh is available with a base plate. If you want to discuss these further please do so in the alphatest channel of the discord. I'll ask Alma to keep an eye out. Constructive only please.

Typos, Many typos fixed, thanks for the reports.

Blocks, Rubber poles weren't immune to collision damage like other rubber blocks.