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Alphatest 4.2.5

Alpha build Live 4.2.5


Access the alpha builds by going into the Steam library, find the game, right click on it and go to properties. Click on the betas tab and choose alphatest alphatesst
Just remember that this doesn't always hold the latest version of the game and should only be used to test things. On a stable update always remember to swap back to stable.

[h2]Fixes:[/h2]

Animation block, Removed errors when trying to spawn a locked avatar type.

UI compass, Fixed the azimuth positions of enemy markers on the in game compass.

UI, The screen no longer rotates when the mouse cursor is moved to a different screen/application.

CRAM, New CRAM 2 way connector now connects front and down instead of right and down, as per other 'corner style' connector pieces/pipes. You'll need to replace any of these.

Missiles, Fixed exceptions that can occur when gantry blocks are deleted in certain positions.

LWC, Deleting an LWC that had an active failafe check should no longer lock the weapon.

[h2]Changes:[/h2]

Missiles, New proximity fuse component now uses 8 hitscan rays to find a target and will move the detonation point onto the target. EMP, incendiary, and HE move to the contact point. Frag moves to the contact point and is directed towards the contact point. Thump is also applied for consistency at the contact point. This means it should achieve the optimal hit on the target regardless of payload type removing any potential for a "noob trap."

Stable 4.2.4

Changes

(These can be rebound)
Key binds, Numpad 2 is no longer bound to camera-mode-cycle which is now purely TAB. Numpad 2 is reserved specficially for construct-mode-camera.

Key binds, Numpad 0 is bound specifically to the free-camera mode.

Construct camera, Construct camera now has a maximum of 9 cameras per user and cameras can be re-ordered and easily activated/added/removed from the UI.

Construct camera, The default camera for a vehicle now has roll and pitch stabilisation enabled by default, with buttons on the UI to disable them or add yaw stabilisation.

Construct camera, Reduced the smooth duration in the construct camera orbit distance scroller.

Drills, Components of the drill system are now immune to impact damage like rubber to make them more viable.

Fixes

Regression, Fixed the UI issue in the width value of the prefab window.

Saves, Construct saving now has a check to make sure that the save is valid before overwriting the original file as the JSON serialisation has been known to fail and write empty white space.
Fill tool, Fixed an issue with the fill tool when filling far from the origin of the game world.

CRAM, Two way connector now has a mirror part.

Pivots, Pivot parts should now render as decorations correctly.

APS, 7m clip now uses the correct mesh.

Add

Modding, Added to the ExampleMod all the other UnityEngine.[X]Module.Dll DLLS that may be required for mods to reference.

Missile, Added a basic proximity fuse component back into game.


Campaign

Neter

Bucanneer (DWG): Standardized weaponry to Sven Kno CRAM weaponry, minor aesthetic update.
Coyote (DWG): Added deco to missiles, fixed LWC parameters.
Jacobs Folly (DWG): Fixed turret rotation getting stuck
Ransack (DWG): Added torpedo decos, adjusted shield activation range
Sailfish (DWG): New Sven Kno thrustercraft; a highly-aggressive, swift monstrosity that gets in close to incinerate its targets. Godly difficulty, adventure difficulty 35-45.
Tug of War (DWG): Replaced some reinforced wood with regular wood.
Walrus (DWG): Partial overhaul using Riverhome hull as a basis; slightly cheaper with more appropriate weaponry. Cargo craft so no difficulties to note. Original Walrus has been converted to an SM version for story missions.
Harrow (WF): Overhauled water skimmer; gets in close to broadside with a powerful flamethrower. Difficulties unchanged.
Pandemonium (WF): Overhauled water skimmer; a ramming craft outfit with your typical WF melee arsenal of sawblades. Medium difficulty, adventure difficulty 35-45.
Veles (WF): Fixed APS being incorrect gauge.
Wrecker (WF): Slight aesthetic change
Fear (TG): Updated interceptor positions so they can properly fire.
Pearl Swarm (TG): Retired, replaced by Tolerance Swarm.
Tolerance (TG): Changed to now be a swarm design, which spawns 5 of them.
Anode (LH): Overhauled; a durable, PAC-equipped submarine that broadsides from afar. Medium difficulty, adventure difficulty 35-55.
Candela (LH): Overhauled; large carrier-style water skimmer that still retains the firepower and mobility of their other large skimmers. Godly difficulty, adventure difficulty 65-85.
Chrysoprase (LH): Fixed EMP protection, slightly improved primary weapon.
Coulomb (LH): Added a combat subroutine for fighting submarines.
Gigawatt (LH): Updated detection, added a combat subroutine for fighting submarines.
Hydrovolt (LH): Much less susceptible to self damage with PAC.
Megawatt (LH): Minor detection updates.
Superradiance (LH): New LH water skimmer; when you hear the gun charge, pray. Godly difficulty, adventure difficulty 65-85.
Thunderbolt (LH): Updated movement, minor deco update.
Craftsman (SS): Fixed an issue that made it dive into the water.
Submarine Pen (SS): Produced submarines should no longer clip into the structure.
Lowly Skybase (GT): New decorative structure, replaces Rusted Ram Small House.
Hydroponics Spire (GT): New decorative structure, replaces Hydroponics Farm.
Neutrino (SD): New drone; a drone-like design that gets in close to zap with laser weaponry. Easy difficulty, adventure difficulty 1-20.
Pulsar (SD): Overhauled; frontsider thrustercraft with burst plasma and laser weapons. Easy difficulty, adventure difficulty 20-30.

Ashes

Accuser (WF): General improvements.
Acolyte (WF): Complete internal overhaul improving the gun/armor and adding anti air capabilities
Inferno (WF): Fixed targeting issues when multiple enemies are present.
Pariah (WF): Improved the shell for the main gun
Rapture (WF): Fixed an AI issue
Ravager (WF): Added ramming against smaller targets and laser defense
Saviour (WF): Fully rebuilt to be more like the Zealots style, difficulties unchanged.

Stable 4.2.3

Hey everyone, in case you didn't notice. Stable is now on 4.2.3. Nick's been pulling extra shifts to listen to feedback and concerns and has addressed a lot of these with the changes below. Thanks to everyone who engaged in a constructive manner.

Happy New Year to everyone when it comes and to those already in the future! 👽

Add

Simultaneous mode option where UHJK (or any other combination) can be used for vehicles and WASD for the camera/build mode simultaneously with no need to toggle between vehicle controls on and off. See the Vehicle Key mapping tab of the UI for more details.

Tutorials, Added a voice-over volume slider to the build guides (there is already one in the tutorials)


Change

Crosshair, Tidied up the drawing of the crosshair. It no longer appears in keyboard based building mode.
Camera, Warping the avatar to a vehicle will make that vehicle the focus of the construct cam so that when you toggle into the construct cam it is your focus.


Fix

UI, Fixed the mouse button function messages so that they are correct for mouse-based building. (LC = place, RC = remove)
Camera, Projectile camera no longer disables weapons.
Detection, Detection UI no longer goes crazy when the detection equipment being viewed is destroyed.
Regression, AC viewer tool now calculates stacked armour AC correctly again.
Camera, Focusing on enemy units now focuses on the center of mass of the enemy unit, not their origin.
AI, Fixed the enemy simulator.
Regression, Got the remote control and remote terminal working again.
Regression, Made it easier to build a new vehicle from free cam by looking at empty space and pressing B.
Camera, Tab now correctly comes out of projectile focus mode.
Camera, Fixed residual camera movement being applied after resetting the view in the construct cam, making cam swapping more reliable.

Stable 4.2.3

Hey everyone, in case you didn't notice. Stable is now on 4.2.3. Nick's been pulling extra shifts to listen to feedback and concerns and has addressed a lot of these with the changes below. Thanks to everyone who engaged in a constructive manner.

Happy New Year to everyone when it comes and to those already in the future! 👽

Add

Simultaneous mode option where UHJK (or any other combination) can be used for vehicles and WASD for the camera/build mode simultaneously with no need to toggle between vehicle controls on and off. See the Vehicle Key mapping tab of the UI for more details.

Tutorials, Added a voice-over volume slider to the build guides (there is already one in the tutorials)


Change

Crosshair, Tidied up the drawing of the crosshair. It no longer appears in keyboard based building mode.
Camera, Warping the avatar to a vehicle will make that vehicle the focus of the construct cam so that when you toggle into the construct cam it is your focus.


Fix

UI, Fixed the mouse button function messages so that they are correct for mouse-based building. (LC = place, RC = remove)
Camera, Projectile camera no longer disables weapons.
Detection, Detection UI no longer goes crazy when the detection equipment being viewed is destroyed.
Regression, AC viewer tool now calculates stacked armour AC correctly again.
Camera, Focusing on enemy units now focuses on the center of mass of the enemy unit, not their origin.
AI, Fixed the enemy simulator.
Regression, Got the remote control and remote terminal working again.
Regression, Made it easier to build a new vehicle from free cam by looking at empty space and pressing B.
Camera, Tab now correctly comes out of projectile focus mode.
Camera, Fixed residual camera movement being applied after resetting the view in the construct cam, making cam swapping more reliable.

4.2.3 (minor patch)

Little update to the cross hair elements of the UI.. no cross hair is now shown in keyboard based building and none in general views when the mouse cursor is active. Fixed a bit of misleading UI text that stated incorrectly the purpose of left and right click when in mouse based building.