1. From The Depths
  2. News

From The Depths News

Stable 3.4.0

What is up Depthians!

A quick little update which was mainly directed towards people who were having issues as they had an AI control module set to basic/none but also had an AI PID block "enabled" for that controller.

We have also fully translated the game to Chinese! :D


Changelog



[h2]Additions [/h2]


[h3]Chinese[/h3]
  • Chinese now fully supported


[h2]Fixes[/h2]

[h3]Bugs[/h3]
  • BUGS-3416>: Fixed ACB blueprint spawning for adventure mode
  • BUGS-3558] Armour refit tab disabled on clients temporarily until we fix the client-side implementation of this feature

[h3]PIDs[/h3]
  • Migration of old PID settings now only affects those controllers which were set to PID mode (leaving those in basic/none alone)

[h3]Tutorials[/h3]
  • Fixed a number of issues in the AI Deep Dive tutorial

Stable 3.3.9 + 3.3.10

Hey Depthians!


Sorry for being a little late getting the Xmaslogs out. :p

We are really happy that we have nearly finished the Chinese localisation, which should be complete this December.


Few fixes and tweaks for you all to enjoy.

Changelog



Beta 3.3.9



[h2]Additions[/h2]

[h3]Animation[/h3]
  • Added inverse kinematics (IK) control to the characters of the animation block

[h3]Blueprint Loading[/h3]
  • The blueprint selector window now has a search field at the top

[h3]Localisation[/h3]
  • Simplified Chinese translation is now complete and is officially supported

[h3]Modding[/h3]
  • You can now define multiple plugin DLLs to load using a comma-separated list. Only the last plugin is given the full treatment but others are loaded. For example [[[filename: "0Harmony.dll, Mono.Reflection.dll, APSGaugePlugin.dll"]]] would ensure 0Harmony.dll and Mono.Reflection.dll are loaded before loading the APSGaugePlugin DLL. This is a fix for problems loading dependencies automatically that have occurred since we moved to Unity 2021.


[h2]Changes[/h2]

[h3]EMP[/h3]
  • Average reductions: applique/alloy plate 3%, most components 2%
  • Best reductions: rubber 40%, wood/stone/glass 15%
  • Blocks now reduce the strength of EMP charges passing through them by a % for each m. They also keep a smaller flat reduction (1% resist = 2 flat reduction)
  • How many iterations the EMP algorithm can do scales with damage. From a fixed 1000 it's now 500 base, +1 for every 10 EMP damage (small EMP spam less CPU-heavy, large less likely to get lost)
  • Most detection components take 30% EMP damage (was 50%). Coincidence rangefinders take 20% (was 30)
  • Munition warners, laser warners and sensor scramblers take 30% damage from EMP (was 50)
  • No reduction: heavy armor 0%
  • Sonar, radar, heat decoys and chaff emitters take 100% damage from EMP (was 0)
  • Strong reductions: reinforced wood/wood duct 10%, alloy 5%
  • Surge protector health down from 500/m to 250/550/862.5/1200, for the 1/2/3/4m variants
  • Weak reduction: metal/metal plate 1%

[h3]PID[/h3]
  • AI PID blocks aren't needed to choose PID control, they were removed from the inventory. Newly placed AIs have all PIDs enabled by default, with 0.05/250/0.3 P/I/D values


[h2]Fixes[/h2]

[h3]Missiles[/h3]
  • Fixed mirrored L reverse launchpad not connecting to gantries

[h3]Modding[/h3]
  • Broken mod plugins are now less likely to crash the game's boot up sequence leaving the game in a broken state


Beta 3.3.10


[h2]Additions [/h2]

[h3]Chinese[/h3]
  • More Chinese translation added. The remainder should be in by Monday 13th December 2021


[h2]Changes[/h2]

[h3]EMP[/h3]
  • RTGs now have 100% EMP susceptibility

[h3]Helium[/h3]
  • Helium leak rate increased from 1 to 2 cubic m for each hole over water. Pumps now still fill 10 cubic meter/s with leaks in their compartment

[h3]Inventory[/h3]
  • The structural tab was reorganized


[h2]Fixes[/h2]

[h3]BUGS[/h3]
  • BUGS-3539 Fixed issue where lobby would return only geographically local games
  • BUGS-3548 The button to open the AI pitch controller actually opened the roll controller
  • BUGS-3538Sound blocks no longer trigger the sound when they appear after being taken out of existence in certain build mode views
  • BUGS-3531 the power tab of the constructable info UI now properly opens the UIs of the blocks when you hover them and press Q.

Stable 3.3.8 Mega Update!

What is up Depthians!! xD

Before we set sail into the depths of this MASSIVE update list/post/wall of text, we feel that we need to point out a few things first.

If you start to see a black screen when you launch the game, please remove mods.

Our merch is on sale with 50% off until the end of January !! Check out Borderwise upload here if you want to see the merch.
[previewyoutube][/previewyoutube]

We updated to unity 2020.3.22 and due to this the FTD boot-up process now begins in the launcher and is more multi-threaded and concurrent, so it should take less time to boot the game up.

FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary.
We have fixed numerous multiplayer issues, however, there may be still some left, so as always feel free to poke us with them on our bug tracker page. https://brilliantskies.customercase.com/forums/bug-tracker

As we have updated to one of the most recent Unity engines, you may see that your lighting in-game has changed. This has confused some players that were on Beta into thinking the graphics/textures have changed which is not the case.

So if you can see that your lighting is duller or brighter in-game, you will have to pop back into your options and set the levels to your liking.

We have also released an alternative avatar, the Droid! This also comes with an animation block where you can animate him manually or through the breadboard. You can swap avatars by hitting Z and checking the avatar tab.


We have heard your prayers and added the full set of corner slopes for applique.


However, time to get to the bulk of this update... Diplomacy! As well as some more new features.

When you first set out on your campaign run, and pop into map view you will see a timer.


This timer will be running after each council meeting where you will decide who to go to war with or make peace with for the duration shown in this UI “until the next campaign season starts in X hours”. Each option lists out the changes in the relationship with the factions and all the options will be different each time while keeping in mind that the stronger you get the more factions you will be at war with! In this screenie, we can see that we can have total peace for 2 hours at the cost of 3,752 commodities.


Some options will have rewards like the second example below, we can go to war with the DWG, have peace with all the other factions, and have a sweet little reward in commodities. Commodity rewards/costs are affected by the difficulty level that you select. Please note that there may be some factions that simply do not want to have peace with you! So you cannot keep bribing them for world peace each meeting.


You will also see a mini-map showing you the territory where the factions are. In this case, it’s showing us our territory in yellow and the DWG territory in red as they will be our enemy should we choose this option.
So remember that with more enemies and fewer allies you will get more commodities and with higher difficulties, you will get fewer commodities.

The AI is has had another upgrade too, such that allied factions will be working together and better grouping.

You will also be able to have a secret meeting as your fleets will trigger a ‘secret emergency meeting’ when they stay near allied/neutral resource zones, or inside non-border tiles of neutral factions, for more than 120 seconds. In a ‘secret emergency meeting’, the offending nation and all their allies declare war against the player’s faction.

Another sweet addition to this update is the clampy feet, which will help us make mechs without the need for thrusters to assist.


We have also added new features to decorations that allow you to hide the block that the tether is created on. Let’s say you had a fancy pipe decoration, and you also set its color within the decoration UI which is also a new feature. However, it’s being covered by the block that it’s tethered to, as you can see in the first screenie.


Simply click “Hide original mesh” and poof that nasty block that was covering your beautiful spam of decorations is now gone, but not really gone as its collision mesh is still there and will ofc take damage, die, and fall off. We can also turn off that noisy wireframe too which is another sweet addition brought to you by our ever awesome Weng! (but it was all my idea I swear!)


The V menu / Construct information UI has had a few tweaks, and as you can see we can now swap block types. Select which material you want to change from EG Alloys with a specific color or “Any color” which would select all Alloy blocks and change them to all metal if you wish.


We have some new additions such as a suspension spring mesh for our wheels (visual only), and before you roll off your seats with excitement we also have anti-roll bars for our land constructs!


Note that the center attachment point of the wheels is in line with the roll bar.

If this has not got you all hot and steamy, yes you guessed the next poor pun is about steam fixes and tweaks xD

Before you decide to separate my hands from my keyboard, we have separation blocks 1x1, 3x3, and also a 1x1 docking station! xD

You will need to set a few parameters before attaching the drone via the separation block as the options you choose will be saved to the drone that is attached, and any future changes you would need to detach the drone first before they take effect.

Before we get into the settings we “should / could” use a docking station on the mothership per drone. This will help us align the drone’s attachment block to the mothership’s attachment block, and let’s not forget that most motherships may be on the move which is why the docking station would be needed as the separation block currently only has a 10m range. We may also need an origin block on the drone as the docking station pulls from the center of mass of the drone, so by installing an origin block the dock will use that as its center point. The origin block can be placed anywhere deep inside the hull, just make sure that it’s inline and behind the attachment (red blocks in pic).



Firstly hit "Q" on the separation block and choose how you want the drone to be detached. In order for our drone to have its attachment point flush with its hull and also for the mothership, we need to select "Attached and in front", else you will be notified that the drone cannot be detached.
You will need to decide if you want your drone to use its propulsion while attached, from "Extra". You will also need to state whether you want this to be rebuilt once detached or not by ticking "Permanently remove", this gives you the option to rebuild the “missing” blocks from the mothership allowing you to keep spawning multiple copies of the drone, which will be built by Rambot or repair drones, not tentacles. We also suggest giving the drone a name in the "Vehicle Settings" of the separator control UI.




Some things to note:
  • Attaching a drone to the mothership be it fort or vehicle, the drone will inherit the paint job of the mothership. Therefore if you had two paint schemes one for the mothership blue slot 4 and another for the drone green slot 4 it would be overwritten.
  • Remember to set the AI prioritisation in the AI tab, as only the AI(s) with the highest priority will try to control the vehicle.


We have also updated and basically redone the CIWS system, and before you panic, any old values from your previous constructs will be transferred to the new system.

The new system works with weights if a projectile is within a weight range that you specify or not within “Main ruleset”, we can also set weights for the target that is firing those nasty projectiles at your construct from the “Locked target ruleset”. However, I think the most epic part is that you can now visually see what your CIWS is prioritising from your settings.


The red circles mean they are the highest prioritised missiles, while grey is ignored, green has the lowest weight. Other projectiles have colors in-between showing their relative weight. The red line is the currently targeted projectile. 

We have also integrated a mod from the Steam workshop by Cappycot, which tweaks up the cinematic camera and a few other things.

Now for the insanely long changelog!
As this covers 6 Beta updates Steam could not handle its immense and epic content so I'll leave a link to the main site which you can view here: https://fromthedepthsgame.com/stable-3-3-8/

Beta 3.3.8


What is up Depthians!

Quick and cheeky little update
[h2]Fixes[/h2]
[h3]Bugs[/h3]

  • BUGS-3527 Large reversed launcher now properly mirrors.
  • BUGS-2891 Fixed steam crank transmissions not taking their gear ratio into account when sanity checking their current kinetic energy after a change
  • BUGS-884 Removing an AI behavior card will also remove the last behavior added if the limit if exceeded, and the construct is not damaged

Beta 3.3.6

What is up Depthians!


Some more bug fixes and tweaks :)

As always with any release, if you do see something not quite right then please send us a bug report here: https://brilliantskies.customercase.com/forums/bug-tracker

Please send us an example blueprint showing only the components needed to replicate the issue. If it is a campaign issue send us a save file shortly before the problem shows its self. You can find the save file here: C:\Users\YourUserName\Documents\From The Depths\Player Profiles\PlayerProfileName\Saves.

Changelog

[h2]Additions[/h2]
[h3]Camo[/h3]
  • You can now add camouflage texture to applique as well

[h3]CRAMs[/h3]
  • Added a button to instantly reload all CRAMs in the designer's refill menu (the one triggered by holding Q)

[h2]Changes[/h2]
[h3]Campaign[/h3]
  • Changed the format of the saved pathfinding data used for campaigns. The old format will still be loaded correctly, but the new format will load much faster. Worlds saved will automatically use the new format

[h3]Dediblades[/h3]
  • Armor for dedicated helicopter blade parts up from 5 to 40

[h3]Diplomacy[/h3]
  • Removed most options in the council meetings where the player would only be at war with factions far away from the player

[h3]Ducts[/h3]
  • 3x3/5x5/7x7 ducts cost as much as 14/40/80 individual blocks of the same material

[h3]EMP[/h3]
  • Surge protector EMP damage taken up from 1% to 5%

[h3]Missiles[/h3]
  • Torpedo sonar and propeller component health modifier up from 1 to 1.4
  • Water resistance for missiles down by ~10%

[h3]Options[/h3]
  • Added default lighting intensity options for reflection probe on and reflection probe off cases, with a button for resetting to default


[h2]Fixes[/h2]
[h3]Avatars[/h3]
  • Droid model now sits at the correct position in the chair

[h3]Bugs[/h3]
  • BUGS-3510 Helium pump interpolation of buoyancy at maximum altitude is fixed. This is a minor change.
  • BUGS-3157 APS shell module parameters are properly synced in multiplayer
  • BUGS-3506 Some setups with serial steam pistons do not report being blocked when placing/removing a non-steam block
  • BUGS-3507 Fixed hiding the mesh on APS barrels making them functionally not count as a barrel
  • BUGS-3509 Fixed forced fire from ACBs getting around the rate controller of APS
  • BUGS-3069 Issue where initial tensor is first calculated for a spawned vehicle based on the COM of the main hull only, not the sub-objects. Now fixed to always include sub-objects.
  • BUGS-2839 wing blocks underwater now gradually ramp up to the x5 lift force rather than jumping immediately which can cause physics instability