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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.

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]