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First animation and character pack DLC is now live

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Hey Depthians!

Well that was the quickest betatest ever. Steam got back to us really quick with test keys and we are now able to set the animation and first character set (Rin and Sakura) live so beta has had to go to stable. Other character sets will follow as we get them ready.
These updates can really breathe some life into your builds and as you can see by the trailer movie you can really go wild and make some machinima!
The documentation to add your own will follow at a later date, quite simply we are getting ready for Christmas with our families and we've set this live just now so you can play around with it over the holidays.
We can and will expand upon it we just need to know what it is you want and need, there'll be a channel in the discord for discussion and requests. Certainly if you look on mixamo, we can add in any animations there fairly easily in any future updates.
Have a great Christmas and New Year those who celebrate and others have a great couple of weeks!
The team will now be absent for a few days at least to spend time with our loved ones. (Though we'll keep an eye out for anything major that may pop up.)

Have a good one!

DLC Link

Stable 3.6.0
Fix:
Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage
Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878]
CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080]
Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value

Add:
Tracks, It is now possible to configure the tracks thickness
Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels
Tracks, It is now possible to reset the axle length of all the wheels in the track to 0
Tracks, It is now possible to add an offset to the axle length of all the wheels in the track
Tracks, It is now possible to override the track material per track
Wheels, It is now possible to set a coefficient to the wheel's width
Wheels, It is now possible to set an offset to the position of the suspension's spring attachment

Change:
Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired
Tracks, Tracks now have a uniform width, even if the wheels do not have the same width
Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel
Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored

Betatest 3.6.0

Have a great holiday period!
There is a Christmas campaign created by a small army of elves led by Melch. Help Santa retake the North Pole from South Pole backed elf separatists! This could've been bigger if there had been more helpers, we can maybe build upon it going into January if people see this and want to help.
Access it on the content menu.
Thankyou Elves and Santa!

Gladyon has extensively changed the wheel algorithms and what you can all change on them. Animation DLC stuff is coming we are just waiting on Steam giving us some test keys and okaying everything.

Betatest build:
Fix:
Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage
Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878]
CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080]
Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value

Add:
Tracks, It is now possible to configure the tracks thickness
Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels
Tracks, It is now possible to reset the axle length of all the wheels in the track to 0
Tracks, It is now possible to add an offset to the axle length of all the wheels in the track
Tracks, It is now possible to override the track material per track
Wheels, It is now possible to set a coefficient to the wheel's width
Wheels, It is now possible to set an offset to the position of the suspension's spring attachment

Change:
Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired
Tracks, Tracks now have a uniform width, even if the wheels do not have the same width
Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel
Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored

v3.5.9.4 stable

Steamworks, Upgraded from Steamworks 1.51 to Steamworks 1.53. This will allow mac computers with m1 chipsets to connect to Steam
Stability, High stability increases munition warner range by up to 20%, instead of 10%

Cannon hit rate, CRAM and APS cannon tooltips now have a line for shots fired, shots hit and hit %
Cannon hit rate, A hit is a direct hit on a construct/shield/missile/CRAM shell, explosive damage on missiles or timed fuses triggering close to constructs

Sound, Added a slider to the sound tab for adjusting the volume of in-game speech, such as in the tutorial
APS, 3m heavy barrel is now different from the 3m regular barrel

Stable update that updates steamworks to 1.5.3

Update for Mac users to steamworks 1.5.3 which resolves issues launching the game with M1 silicon ARM_64 chips

FTD is 40% off for a week Oct31st to Nov7th

WINNARS


The first ever Scottish Game Awards and Scottish Game Week was held last week. We were finalists for two categories and won the 'Technical Achievement' award. As such we thought it would be cool to run a week long sale in case anyone is sitting waiting to see why we deserve such an accolade!

Scottish Games Week was Scotland's first ever giant industry conference set across multiple cities, with different speakers, government officials and games developers in attendance. Met some of my own game dev heroes and to be in a room with them while also receiving an award was truly an amazing feeling. If you want to find out more, news should become available at: https://scottishgames.net/