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From The Depths News

Beta 3.4.3.7 Hotfix

Hey Depthians!

This little hotfix addresses a few issues with the new camera movement as well as changes to the way ducts work. Ducts will no longer be watertight or airtight unless a propulsion block is directly behind them leaving no gaps to the hull, or "roomed off" if you wish to have your propulsion further behind the duct.



Changelog



[h2]Additions[/h2]

[h3]Camera movement[/h3]
  • Added sliders for camera speed in mouse-based building mode


[h2]Changes[/h2]

[h3]Decorations[/h3]
  • [BUGS-3736] The "flat white" material that mimics/decorations use for mimic-sphere etc is now a PBR material with smoothness and metallic values
  • When a block is hidden by a decoration the sub meshes of that block will also not render. This applies only to certain blocks.


[h3]Ducts[/h3]
  • [BUGS-3733] Ducts are no longer 'water tight' or 'air tight' and as such air/helium pumps can 'leak' through a duct.



[h2]Fixes[/h2]

[h3]Camera movement[/h3]
  • Camera control code was overhauled to fix a number of issues. New transitions between camera modes can be disabled in the options menu by setting the "transition time" to 0.
  • Fix viewport (tac map) camera not working after scrolling to an altitude beyond the normal map transition altitude in adventure mode.
  • Fixed camera not working when starting custom battle mode.
  • Fixed most, if not all cases of camera misbehaving when accessing certain UIs during build mode.
  • Some internal camera transitions smoothed.


[h3]Subconstructs[/h3]
  • [BUGS-3729] Fixed 3×3 and 5×5 turrets with multiple valid connections disconnecting when the block touching their center is destroyed.

Stable 3.4.3 Hotfix.

What is up Depthians!
A quick little hotfix.
Throughput pipe fix and localisation fixes to inventory name overrides.

Beta 3.4.3.6 Hotfix.

What's up Depthians!

A quick little hotfix that addresses some small issues with the new camera system, we also added nicer transitions when swapping camera views.
If you do not like the transitions you can set the camera transition time to 0 from View & Control.


In the current stable update, we have incremental garbage collection turned off. This may have affected some PC builds differently due to different configurations of hardware (GPU/CPU).

We are trying to find out which method will be best for the player base by having IGC off or on.
In this current beta build we will reinstate IGC, as we are interested in whether the game is more stable with IGC off or on. For example: Is the game crashing more often with IGC on? Is the game freezing less with IGC on compared to the current stable?

If you see more crashes, firstly please ensure you are not running any mods no matter how insignificant you think it may be. You can then create a bug ticket here attach the log file from your FTD profile to the ticket:
Default is: C:\Users\yourprofile\Documents\From The Depths\Logs

Your player.log file from:
C:\Users\yourprofile\AppData\LocalLow\Brilliant Skies\From_The_Depths

The crash dump from:
C:\Users\yourprofile\AppData\local\CrashDumps

Please also include a description of what you were doing when it crashed thanks!


Changelog


[h2]Changes[/h2]

[h3]IGC[/h3]
  • Incremental garbage collection has been turned back on


[h3]Refinery junction pipe[/h3]
  • Junction has had orientations fixed (made the same as the mesh) and removed from build menu.


[h2]Fixes[/h2]
[h3]Camera movement[/h3]
  • Camera control code was overhauled to fix a number of issues. New transitions between camera modes can be disabled in the options menu by setting the \" transition time\" to 0."

Russian localisation update.

Русская локализация завершена. Спасибо Пакусу и всем, кто помогал с переводом за то, что позволили сделать нашу игру доступной для русского сообщества. Мы с нетерпением ждём новых игроков! Все, кто хочет присоединиться к русскому сообществу ФТД, добро пожаловать на сервер) https://discord.gg/SDBMEaDFKx

Stable 3.4.3

What is up Depthians!

This build has a number of tweaks, fixes and some new additions.

We are also pleased to say that the game now fully supports Russian localisation, however, if you feel that something is incorrect please let us know.
With the update to the Unity engine in 2021 and after reviewing a number of crash reports, we decided to turn off incremental garbage collection. This should resolve some from games crashing.

The Animation block has had a few new additions as well as breadboard. This will allow you more customisation and animation via any triggers that you wish to use with the Droid model.



These functions will allow you to manipulate bipedal model limbs that use IK, as well as choosing one of the preset animations.


You can also adjust the size of the model via the animation block UI, choose a pose / preset animation from the large selection via the dropdown list.

The standard droid is fully functional with the animation block and breadboard. We will be releasing more models as DLC in future, which will also allow you to use custom bipedal models that have a propper IK setup.

If you feel that something in the changelog needs explaining further let us know in the comment section or DM me Jon in Discord.


Changelog


[h2]Additions[/h2]

[h3]Options[/h3]
  • It is now possible to change which display FTD is displayed on


[h2]Changes[/h2]

[h3]APS[/h3]
  • HEAT secondary body for APS is only 70% of a head now (final power is ~unchanged beyond the 5% base buff)
  • HESH base power up by ~11%, HEAT base power up by 5%
  • Squash and shaped charge base power increased by 15% for APS only (missile HEAT is the same)


[h3]Campaign[/h3]
  • At the maximum difficulty level the player's faction strength is now overestimated by [x3 + 5 million] rather than [x10 + 10 million].
  • There is a new slider for diplomacy/strategic AI aggressiveness. This used to be included in 'design difficulty' slider. You can now have a more 'diplomatic' campaign against the hardest vehicles, or all out war but with easy vehicles.


[h3]Diplomacy[/h3]
  • At least one of the available options should now not cost any commodities


[h3]Garbage collection[/h3]
  • Turned off incremental garbage collection to see if it improves stability


[h3]Missiles[/h3]
  • Checks for invalid components added to missile loading and some other places where it was missing
  • Default missiles for newly placed launchpads improved
  • Initial speed for drop as bomb option in rail gantries reduced from 30 to 25 m/s


[h3]Wheels[/h3]
  • It is now possible to only display the spring and axle for a wheel, not the block attachment [BUGS-3612]


[h2]Fixes[/h2]

[h3]ACB controller[/h3]
  • ACB controllers now work correctly if they are spawned in a destroyed state and are then repaired


[h3]Animation block[/h3]
  • Fixed the breadboard to animation block filtering by name


[h3]Breadboard[/h3]
  • Fixed an issue where some breadboard components would run their logic more than one time per frame
  • One-shot component will now correctly only activate once
  • The first output of the steering info component now indicates whether the mainframe's movement is turned on or off


[h3]Bugs[/h3]
  • BUGS-3629 Fixed fortress turbines taking damage when out of power if the language is changed from English


[h3]Campaign[/h3]
  • BUGS-3659 Fixed strategic AI moving fleets through terrain they cannot move through resulting in fleets getting stuck
  • Fixed a rare issue where the strategic AI would not correctly change the path of a fleet if its destination changed
  • Fleets with a patrol route setup will now properly save and load the waypoint they were moving towards


[h3]Diplomacy[/h3]
  • Fixed a problem preventing the player from getting options with a lot of enemies


[h3]EMP[/h3]
  • EMP charges can now travel between constructs
  • Laser Q switch EMP resistance fixed


[h3]Explosions[/h3]
  • BUGS-3618 Explosions should now be rounder (it probably won't change a thing as no explosions reach their max radius)


[h3]Fleet movement[/h3]
  • A fleet with a land unit will no longer move over water


[h3]Gridcasts[/h3]
  • Fixed a rare problem causing gridcasts with an alignment very close to a construct's rotation to miss


[h3]Hologram projector[/h3]
  • Hologram projector Hologram projectors now work correctly if they are spawned in a destroyed state and are then repaired


[h3]Impact[/h3]
  • Impact damage can now travel between constructs


[h3]Lasers[/h3]
  • BUGS-3638 Lasers fired through non-AI, non-manual methods will keep aiming forward as they are rotated
  • Charge lasers will fire if either continuous or pulsed shot does more damage than the minimum damage set in the output regulator


[h3]LUA[/h3]
  • Added functions to get the number of subconstructs and to get information for a specific subconstruct by index similar to the other APIs
  • Replaced outdated propulsion methods with new functions 'AddPropulsionRequest', 'SetPropulsionRequest' and 'GetPropulsionRequest'
  • The docking station now uses the correct ids to identify friendly vehicles for all functions
  • Weapons fired by Lua can now hit missiles


[h3]Missiles[/h3]
  • BUGS-3632 Fixed L and H rail gantry missiles sometimes getting tangled in their gantry when being dropped as bombs


[h3]Separator[/h3]
  • Separating or attaching a vehicle while the player is in a chair will no longer eject the player from the chair except for multiplayer clients


[h3]Steam[/h3]
  • BUGS-3635 Fixed steam transmissions not their input's RPM limit for their gear ratio in some cases, when loading


[h3]Transparency[/h3]
  • Changed render queues for smoke and shields to render properly in front of and behind glass.


[h3]Video block[/h3]
  • BUGS-3646 Playing local video is now working again


[h3]Wheels[/h3]
  • BUGS-3550 The suspension (spring, axle and block) are now displayed/hidden correctly when the setting is changed, when loading the BP, when repaired or placed as a prefab


[h3]Wings[/h3]
  • Effective speed for wings is capped at the speed of the mainconstruct