1. From The Depths
  2. News

From The Depths News

Stable 3.2.7 Hotfix

Changelog


[h2]Fixes[/h2]
[h3]Missiles[/h3]
  • [BUGS-3096] H missiles can no longer default to interceptor types

[h3]Regression[/h3]
  • [BUGS-3095] rail charge was being used up on guns that could not fire due to synch delays

Stable 3.2.6 Missile Hotfix

Hey Depthians!
We had reports about missiles not despawning properly which needed to be squashed asap and therefore, you have some more bugfixes xD
Changelog

[h2]Fixes[/h2]
[h3]Blocks[/h3]
  • 16 pounder cannon now has a sound effect when firing

[h3]Laser Warner[/h3]
  • [BUGS-252] laser warner now explains that it only deploys smoke on the same level of the construct as itself (hull,turret,spinner) and the ACB ‘Laser attack’ condition now checks for attacks on the level of the construct that the ACB is on.

[h3]Modding[/h3]
  • Sound pitch and distance in the modding menu now have a suitable number of decimal places

[h3]Multiplayer[/h3]
  • [BUGS-3094] added ‘Destroy All Vehicles’ and ‘Destroy Enemy Vehicles’ options to multiplayer designer
  • [BUGS-3094] Blueprint spawned automated spawns should now work regardless of the source of the blueprint you (or the enemy faction motherships) are trying to spawn
  • BUGS-3094] Infinite resources now in the multiplayer designer, for all teams

[h3]Regression[/h3]
  • Missiles did not disappear after a call to destroy all vehicles

[h3]UI[/h3]
  • Fixed display of ‘events’ (would not properly display the text paragraphs due to localisation issue)
  • Fixed Steam stats UI issue where ‘interval’ was displayed instead of the actual interval in seconds. Localisation issue.

Stable 3.2.5 bug fixes

Changelog


[h2]Additions[/h2]
[h3]AI[/h3]
  • Airplane manoeuvre routine now explains it's usage of the 6 control modules in the UI
  • Airplane manoeuvre routine now writes explanatory messages to the text shown in 'path view' so you can see what it is doing

[h3]CJE[/h3]
  • Pressing Q on any CJE part (except the generator) will now open the controller interface

[h3]Missiles[/h3]
  • Missile damage is now shown by the addition of black smoke and a black trail to the missile.

[h2]Changes[/h2]
[h3]AI[/h3]
  • [BUGS-3079] Airplane manoeuvre when doing a banking turn will now use yaw to get the vehicle to pitch at a specific angle rather than simply commanding the yaw axis to activate. This should increase pitch/altitude control during banking turns.

[h3]CJE[/h3]
  • Hull blocks are now only 50 mats more expensive than their non-standard counterpart. They have a weight increase of 0.50.

[h3]Missiles[/h3]
  • Missile damage, thrust and manoeuvrability are now proportional to the missile's health. This has been changed to make non-lethal missile defences still useful. It's also seen as a realistic and interesting change.

[h2]Fixes[/h2]
[h3]AI[/h3]
  • [BUGS-2290] Naval AI behaviour no longer tries to maintain the mean broadside distance if the specified angle is more than 30° from the -90 or 90 broadside angles. Simple broadside behaviour now has a maximum range of 5km.
  • [BUGS-2404] hover and airplane manoeuvre routines now have a toggle to ignore the pitch demand sent from the behaviour. Useful if you have a helicopter that needs to pitch forward to move forward.

[h3]APS[/h3]
  • [BUGS-3085] transparent shell clip 2m armour class was 7, should have been 8

[h3]APS and Missile[/h3]
  • The meshes for APS shells and missiles are no longer wiped when the projectiles are still in flight. The deletion of the mesh happens when it's certain the mesh is no longer needed (visible).

[h3]Autosave[/h3]
  • [BUGS-3071] Issue with autosave and player triggered save of the same vehicle messing each other up. Fixed now.

[h3]Blocks[/h3]
  • [BUGS_2671] Balloons no longer die when god mode is active for a vehicle
  • [BUGS-3072] Helium pump UI says 'Air pump' all over the place. Fixed now.
  • The video screen will now display the camera using the correct LOD [BUGS-3047]
  • Tracks freezed the game in some rare situations when despawning [BUGS-2965]

[h3]Building[/h3]
  • [BUGS-2793] it is no longer possible to get a free block via mirrored placement of a block you can afford (when you don't have the money for the mirrored copy)

[h3]CJE[/h3]
  • [BUGS-3077] Fixed incorrect stats on connectors.
  • Flooding calculation inverted between small and large CJE [BUGS-2940]

[h3]Control[/h3]
  • [BUGS-1413] Misc control axis A-E now have the non-reversable toggle

[h3]CRAM[/h3]
  • [BUGS-2662] CRAM explosions can now damage missiles

[h3]Custom Battle[/h3]
  • Fixed custom battle health fraction ignoring sub-constructs

[h3]Fleets[/h3]
  • [BUGS-1290] Fleets will now return to the final waypoint they were given if they wander off station whilst in some other mode (when they are returned to fleet move or put out of play).

[h3]Game[/h3]
  • [BUGS-2785] Fixed an issue where spawning a dead blueprint that had an 'illegal block' that could not be placed messed up the assignment of data packets to all subsequent blocks
  • [BUGS-2923] out of play stats now include the use of Crank Motors
  • [BUGS-3049] the construct water level calculation type can now adjust for a growing vehicle even if the vehicle is out of the water. This issue led to large structrures becoming laggy whilst building them (fixed by pulling and playing or saving and loading).

[h3]Lasers[/h3]
  • [BUGS-3065] made it clear that trying to synch laser combiners that are attached to the same multi-purpose laser is not recommended

[h3]Lua[/h3]
  • [BUGS-1041] Added some code to avoid errors being thrown by GetNumberOfWarnings() calls by Lua (looking for munition warning count)
  • [BUGS-2750] I.BlueprintSpawners property exception fix for Lua
  • [BUGS-2846] GetLuaControlledMissileInfo no longer throws an exception if there is no Lua receiver on the missile being returned

[h3]Missiles[/h3]
  • [BUGS-3064] Fixed a missile UI issue where if you only had a few components on the missiles then only the first few parameters of a missile module would be editable
  • [BUGS-3078] H missiles work with failsafes (bug fix)
  • Fixed some issues with custom smoke colours. Setting R,G,B to 0,0,0 now disables smoke (as was originally intended) and dark smoke can now be displayed.
  • Staggered salvo firing of missiles managed to bypass the hull aiming constraints and fire off one missile in a salvo

[h3]Multiplayer[/h3]
  • [BUGS-2674] missile hatches now work correctly on clients in multiplayer

[h3]PAC[/h3]
  • [BUGS-2845] PAC lenses now take into account the orientation of the PAC firing piece when considering the horizontal and vertical drift of the PAC pulse

[h3]Pathfinding[/h3]
  • [BUGS-3070] Pathfinding 'on sea' now checks for land within 60m instead of 30m. Pathfinding 'on land' now checks for land sea within 60m (it was previously using the 'on sea' check)
  • [BUGS-3070] Tanks will now respect their 'max altitude' variable when pathfinding on land (they will use this variable to determine what hills they can climb and what hills they should avoid

[h3]Sounds[/h3]
  • [BUGS-3055] Audio popping of CRAM and dediblade fixed (mostly affects Linux I believe)

[h3]Turrets[/h3]
  • Some tweaks to the code to try and catch the bug where turret rotation speeds are calculated to be 0°/s

[h3]UI[/h3]
  • [BUGS-2748] Tweak to the inventory to fix issues when pressing R to select a mirrored block that is not displayed on the inventory
  • [BUGS-2895] 1m piston now has a quick access icon for the middle mouse click HUD extensions in build mode

[h3]Weather[/h3]
  • [BUGS-2655] It no longer rains/snows on the map

[h3]Winches[/h3]
  • Fixed an issue with sail winches (and perhaps other things) where they could be driven negative by using the a -1 power scale

Stable 3.2.4

Hey Depthians!
We are looking into the issues pointed out about H thumper / reinforced missiles.

Changelog


[h2]Changes[/h2]

[h3]AI[/h3]
  • [BUGS-2870] six axis manoeuvre routine now has 'use velocity instead of forward' off by default. Some players who had this on and wanted it on will now find it has toggled off, sorry about that.


[h3]Ammo Intakes[/h3]
  • [BUGS-2687] the ammo intake UI has been changed so that it now longer alters your camera position or camera mode


[h2]Fixes[/h2]

[h3]APS[/h3]
  • [BUGS-3056] a railgun will now respect it's energy limitations even when multiple LWCs are trying to get it to fire simultaneously (used to result in extra shots with low energy being fired)


[h3]Decorations[/h3]
  • [BUGS-3060] Fixed decorations that are placed right on the root position of a dediblade spinner


[h3]ECM[/h3]
  • Fixed an error in the ECM UI where NaN could appear instead of the induced aim point error in metres


[h3]Enemy simulator[/h3]
  • Enemy simulator now saves and loads the duration variable correctly (rather than reverting to 60 seconds each time)


[h3]Map editor[/h3]
  • [BUGS-3054] the map editor no longer recalculates the attack-opportunity-matrix each time you edit the terrain. That calculation can take a long time (especially for a big planet) and is only used for campaign mode. It's calculated when you load your planet so there is no need to calculate it more often than necessary.


[h3]Missiles[/h3]
  • [BUGS-2896] [BUGS-2921] missiles(particularly H missiles) can no longer detonate on their on hatches/gantries when launching (a problem that happened when too many ejectors were used)

Stable 3.2.3

Changelogs


[h2]Addition[/h2]
[h3]CRAM[/h3]
  • [BUGS-3047] Added an option to disable the rotation of a cram barrel when it reloads (and split the auto-reconfigure-payload options onto their own tab)

[h3]Steam[/h3]
  • Added a way of directly controlling a transmission motor transmission value from a connected steam drill (the steam propeller can already do this).

[h2]Changes[/h2]
[h3]Air Pumps[/h3]
  • [BUGS-2746] [BUGS-1006] In order to fix issues with railings (and some other blocks) creating leaks where there should not be leaks the code has been changed so that 1) several components marked as 'not watertight' are now marked as watertight and 2) all components left as 'not watertight' now no longer register for detection signatures. The 'not watertight' components are railings, ladders and trusses and coal piles.
  • Only one leak point can be found at a single position now. The calculation used to be able to find up to five leaks (in different directions) for a single breach point, usually affecting leak points on the top surface of the vehicle.
  • When an air pump is removed only the neighbouring pumps that share a boundary with the pump are recalculated (it used to trigger a full recalculation of all pumps)

[h3]Ladders[/h3]
  • It's now possible (but not easy!) to move up and down a ladder that's on a sub-object and at a strange angle

[h2]Fixes[/h2]
[h3]Air Pumps[/h3]
  • [BUGS-2358] Fixed an issue with upwards facing doors/hatches not properly sealed when closed
  • Fixed an error that stopped leaks on the left-hand side of the vehicle from being perfectly-recognised

[h3]APS[/h3]
  • [BUGS-3051] APS guns with the desired fire rate of

[h3]Autosave[/h3]
  • [BUGS-3001] Autosave routine will now shorten paths as necessary to avoid hitting operating system path length limitations
  • Autosave deletion now no longer spamming log with misleading messages

[h3]Flag Post[/h3]
  • Description changed to match that it doesn't need an AI anymore.

[h3]Fuel Engine[/h3]
  • Throughput pipe renamed to Junction pipe so tutorial is referenced correctly.

[h3]Map Editor[/h3]
  • [BUGS-2999] The faction drop down on the area-> faction assignment tab of the map editor did not scroll so not all factions could be selected (and the panel was incorrectly positioned)

[h3]Steam[/h3]
  • [BUGS-2927] Fixed a crash when interacting with a steam drill directly connected to a gearbox

[h3]Tutorials[/h3]
  • [BUGS-3050] Both engine building tutorials require the placement of part (junction pipe) that has been replaced with a different part (throughput pipe). Now fixed.

[h3]Weapons[/h3]
  • [BUGS-3005] Issue with prefab placement of weapons messing up the weapon synchronisation options (incorrect weapon IDs and weapons being listed twice in the synchronisation tab weapon list)