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Stable 3.7.2

Hey everyone! Stable 3.7.2 is here! Plasma! Along with the past 6 months of fixes, additions and changes from the alpha builds. Thankyou testers! Most discussion involving plasma will happen on the discord so I encourage you to go there. Please remember that this has been in closed testing for weeks and the values and numbers are what they are meant to be to fit into its intended role. Information about the plasma system is in the notes. Thanks and enjoy!

Notes: 3.7.2 stable notes

3.7.1 Alpha

3.7.1 Alpha

Lots of under the hood changes to AI as well as some bug fixes. Nick is absent for the next 2 weeks and then I (Sean) will be absent for 2 and Alma is currently recovering so it'll be quiet for a little while following this.
If AI mesh stuff throws a GUID error just hold down enter. Will clear it in a later update.

Add:
Ram behaviour, The ram behaviour now has a dropdown with 3 options for 3 different types of guidance. Direct, APN and Predictive. Direct is the old ram behaviour where it goes direct to the target. APN uses the APN missile guidance code to setup a line of sight to a target and then try to close in on it. Predictive tries to intercept the target by calculating where it should be in the future and closing on it at a cross point.
APS CRAM, Resting azimuth added to APS and CRAM firing pieces/mantlets along with a warning about when a mantlet is misaligned with a firing piece. The warning appears on the firing piece.

Changes:
Ram behaviour, The various sliders in the ram behaviour UI now have larger values available in some cases to allow for things like disengaging the adjuster further away on very fast things. Traveling further away before reengaging etc.
PointAt behaviour, New slider added for configuring the view cone to decide when to turn and face away to retreat. Set to 180 for reverse only.
AI, All in one weapon controllers now accept physical connections as well as wireless connections.

Fixes:
Blockcounter, Fixed the blockcounter incorrectly calculating subsubconstructs.
Missiles, Fixed a bug for a rare case where a rotation could be zero and therefore do nothing.
AI, Fix to ship & tank maneouvre to allow 'reverse' when 'point at and maintain distance' behaviour is selected and the adjuster is set to 'air mode' and the vehicle needs to retreat to maintain distance.
AI, Fix to encourage reversing land-surface and sea-surface paths to be formed when 'point at and maintain distance' behaviour is selected and the adjuster is set to 'on land' or 'on water' and the vehicle needs to retreat to maintain distance.
AI, Fix to collision avoidance. There was a bug causing calculations to be wrong. Things can now also evade left right as well as up down. This still isn't perfect and we will try to refine it further.
Manual, Updated the helicopter guide so that it doesn't reference dediblades anymore.
Plate, Alloy and metal plate triangles now mirror correctly on a horizontal mirror.
Poles, Pole hit calculations now use a perfect cylinder to calculate intersections rather than the quantised cylindrical mesh of the pole.
Modding, Item duplicators can now define a class name override for the duplicate block.
Turrets, Turrets and spinBlocks shouldn't be 'stuck' when trying to rotate at max speed and free to move when rotating slowly, the collision check with the mainConstruct is now more permissive. [BUGS-4146]

Stable 3.6.4 campaign notes

World files:
Updated DWG with all of its intended corporations. They currently don't serve a purpose but will do so when DWG HQ layout is updated. Craft will be updated to proper corporations at a later date.

[Neter]
Marlin (DWG): Applied connection rules, adjusted terrain prediction time.
Transient (SD): Completely remade; now classified as a spacecraft, retains its cargo carrier status; when attacked, broadsides from afar with a long-distance laser.
Deimos (SD): Updated with interceptor decos, minor evasion tweaks, EMP-proofing.
Anguish (TG): Redesigned; it's now a melee mech with a large sword using a laser cutter core.
Removed "comment" annotation from Neter Adventure raft.

Patchwork (DWG): Overhauled; still retains its original identity but has been modernized.
Wanda (DWG): Updated cannon to be APHE, weakened missiles.
Slight difficulty balancing tweaks to Adventure for some designs that could spawn as the first enemy when they shouldn't have.
Removed LH Current and GT Weaver from spawning in Adventure (cargo craft)

[AotE]
Slight tweaks to early unit spawning for Adventure.

[Glao]
Granite Squadron (OFD): New fighter unit, replaces Fighter; 3 small fighter drones using burst APS.
Fighter (OFD): Retired.

Stable 3.6.4

Fix

Adventure, Trying to create/load a "structure" in adventure mode will instead spawn a "vehicle".
Decorations, No longer possible to select other decorations when the mouse is hovering over the UI (this was unintended.)
Rendering, Explosions should no longer end up accidentally occasionally rendering behind the sky layer / horizon layer.
Separator, Built-in shell designs copy into separated vehicles, and shells referring built in designs that are in clips no longer disappear on separation.
Munition Decorator, Removed EMP invulnerability.
Gone to Sea, Fixed character textures in linux.

Add

Blocks, Added 2m and 3m versions of the 4m beam-slope block.

From the Depths Gone to Sea character pack DLC now available

Not much to say other than check out the store page that contains all the information.

Gone to Sea store page

Adds 4 more characters:
Sea Captain, sailor 1, sailor 2 and diver.