1. From The Depths
  2. News

From The Depths News

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




Beta 3.3.5

What is up Depthians!


Another round of bug fixes, however, 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.



We have also added the corner slope blocks for the applique slopes !! YES, the others will be added too for each size of our applique slopes.

Changelog


[h2]Additions[/h2]
[h3]Avatars[/h3]
  • Released an alternative avatar called 'Droid', and an Animation Block where you can animate him. It can be controlled via the breadboard, or manually

[h3]Blocks[/h3]
  • Added Applique corner block for diagonal edges.


[h2]Fixes[/h2]
[h3]Bugs[/h3]
  • [BUGS-2622] Multiplayer Info Screen (MIS) (F2) is now rebindable. F1 is no longer hard bound to the instance information screen (IIS). MIS & IIS now both correctly toggle on/off rather than stacking several copies. Chat mode (F5) is now rebindable. HUD toggle (F9) is now rebindable.
  • [BUGS-3495] Detection equipment no longer momentarily forgets its visible targets when it is unlinked and relinked to the mainframe
  • [BUGS-2899] Torpedoes will limit their aim point altitude when they lose target, to stop them trying to jump out of water
  • [BUGS-3163] the FOV slider is now correctly marked as being the vertical FOV.
  • [BUGS-1975] the old Complex Controller (and old drives) code now runs in the same thread as the newer control stuff, which removes jitters in controlled by these historic 'stim drives'.


[h2]Removals [/h2]
[h3]Propulsion[/h3]
  • - Ions, standard jets, and steam jets no longer apply force directly to the COM when placed within 1 or 2 meters of the line through the COM. This is seen as a confusing and historic piece of code that is not really needed anymore and did not take account of propulsion offset angles.

Beta 3.3.4

What is up Depthians!

Some more bug fixes from the tickets you good peeps have been sending in xD

You will see that your lighting has changed in-game. Unfortunately, you will have to pop back into your options and set these up to your liking. We are currently gathering info from people on Discord, but feel free to leave a comment in Reddit or Steam with a link to your lighting settings and a screenshot of a construct/s in morning/afternoon/evening/night. We are trying to find a common ground to set as a default setting.

Changelog


[h2]Changes[/h2]
[h3]CRAM[/h3]
  • Time after first impact fuse default time from 0.3s to 0.05s

[h3]Ducts[/h3]
  • 3x3, 5x5 and 7x7 ducts now have the cost as 10, 30 and 60 individual blocks of the same material
  • 3x3, 5x5 and 7x7 ducts now have the same health and weight as 7, 18 and 30 individual blocks of the same material


[h2]Fixes[/h2]
[h3]Bugs[/h3]
  • BUGS-3479 Target prioritisation scores below 0 get divided by (1 + CURRENT_TARGET_BONUS), instead of multiplied by it
  • BUGS-3479 Fixed railgun magnets and decorations attached to mantlets flipping with some specific setups
  • BUGS-3502 Switching between solid/HE/flak/EMP bodies now immediately updates the mesh of the customizer
  • BUGS-3504 Sabot, supercavitation and disruptor modifiers all affect the base power for HE/flak, before scaling
  • BUGS-2931 Larger wheels can now set their spring force multiplier to larger values in order to better offset a collection of small wheels at the other end of the vehicle
  • BUGS-2443 Avatar now climbs ladder at a sensible speed. Ladders in a 1x1 space now work (rather than needing an extra free space behind the ladder). Moving through an open hatch at the top of the ladder now works (but requires a jump when at the top of the ladder).
  • BUGS-3492, BUGS-3418 Hide original mesh now also works for decorations on barrels, spinners, control surfaces. STL file writing now shows barrels/spinners/control surfaces properly.
  • BUGS-3298 Fixed an error where failures to write a log message to disk would create more requests to write those failure messages to disk
  • BUGS-3309, REQ-1817 Added a page select for managing uploaded workshop entries and viewing subscriptions. This means you can now see more than the first 50.
  • BUGS-3190 Fixed an issue where wheels could 'pop' below the ground and cease exerting suspension forces
  • BUGS-3473 Youtube audio fixed

[h3]Ducts[/h3]
  • Fixed 7x7 alloy and HA ducts only having ~60% the weight they should, compared both to smaller ducts and other 7x7s

Beta 3.3.3 !

What is up Depthians!

As always, back with more fixes and goodies.


We are happy to point out that From The Depths, now uses Steam Networking so this should resolve some issues people had in the past, but as always please send us any bugs here: https://brilliantskies.customercase.com/forums/bug-tracker . Leave us a small example blueprint if its component related rather than the full 1 million volume construct :p.
Please also include the output log.

If it's campaign issues send us the save file hopefully shortly before the issue happens and all the info needed to recreate any of the problems you encounter.
Save files can be found in C:\Users\YourUserName\Documents\From The Depths\Player Profiles\PlayerProfileName\Saves.


[h2]Additions[/h2]
[h3]APS[/h3]
  • Added KINETIC_DAMAGE
  • AP stat to shell customizer


[h3]Missiles[/h3]

  • Added missiles fired/hit counter tooltips to missiles launchpads and controllers


[h2]Changes[/h2]
[h3]APS[/h3]
  • HE, EMP, and frag head kinetic modifier up from 1 to 1.2
  • Heavy head kinetic modifier up from 1.65 to 1.75
  • Hollowpoint AP modifier down from 1.2 to 1.15
  • Sabot head and body health modifier down from 1 to 0.9
  • Soft part health modifier down from 0.4 to 0.35

[h3]Armor refit[/h3]
  • Armor refit tool now shows a warning on the hud if a lack of materials

[h3]Campaign[/h3]
  • New campaigns now have a 1 hour period before the first council is automatically triggered. You can trigger one yourself before that.

  • Reduced the reward/cost for diplomacy options to 80% of original value.


[h3]CRAMs[/h3]


  • Removed automatic orientation packers from the inventory tab


[h3]Missiles[/h3]

  • Laser designator receiver drag modifier from 0.6 to 0.2 (same as thumper and single pixel IR seeker)

  • Laser emitter health down from 900 to 800, armor up from 40 to 50, cost down from 150 to 100

  • Laser emitters now send out a position estimate for the last target after losing it. After 1 second of the beam not hitting anything they revert to the old behavior


  • Missile smoke trail length scales with missile size, not only velocity


  • Remote guidance has a fixed 3m max error, instead of 4-8. Max sensor scrambler error up to 24m and signal processor reduces that to 50%


  • Scaling for impact damage from reinforced bodies back to be ~equal to a HE/frag/EMP warhead at 400 m/s, instead of 360



[h2]Fixes[/h2]
[h3]Avatars[/h3]


  • Improved avatar motion over slopes, and stopped avatar being above to move in 1m high crawl spaces (which results in the camera being stuck in the block above)


[h3]Bugs[/h3]

  • BUGS-2917 Laser guided missiles show in the stat panel that there is no distance limit for a lock

  • BUGS-2823 Wheels placed with prefabs now won't attach to existing tracks on the vehicle

  • BUGS-3161 Fixed laser emitters not registering valid hits in some cases

  • BUGS-3186 Fixed failsafes not working with short range laser combiners

  • BUGS-3357 Steam piston outputs are also updated when a non-steam block is permanently added/removed

  • BUGS-3460 Fixed hover maneouvre not handling negative azi for the forward/strafe limit slider

  • BUGS-3470 Max value for secondary and tertiary drive ACB conditions is in the [-1, 1] range, instead of [0, 1]

  • BUGS-3481 Altitude fuses for missiles work again

  • BUGS-3485 Reducing gunpowder casing length for APS also reduces clip explosion power

  • BUGS-3499 Steam networking message buffer increased in size to allow large save files to be sent to clients in multiplayer

  • BUGS-3257 Sticky feet UI now shows the friction slider again, allowing direct control.



[h3] Lasers[/h3]


  • 0Q lasers with a minimum damage set will also check if total remaining laser energy dipped below 1 before pumps recharged. Fixes bursts with some 0Q setups

  • Output regulator 'Minimum shot energy' text fixed, it's 'Minimum shot damage'

  • Output regulators burst threshold default set from 0 to 80, no longer adjusted when changing minimum damage. Only matters for lasers with a minimum damage set to be over the default 0



[h3]Missiles[/h3]


  • Improved laser emitter hit detection



[h3]Physics[/h3]

  • Certain collisions between large vehicle should no longer massively slow down the game or cause a crash. The improvment will vary per situation and in some rare cases there might even be a slight decrease in performance, but in many of the worst cases you can expect a large improvement


[h3]Steam[/h3]

  • Direct turbine/piston connections added to the sides of L boilers