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Beta Test 2.8.7 is out! with some sweet camo skinning options

Hey Depthians
A nice little update to our beta test branch I think the most eye-catching one is the new camo skins for our constructs, which you can access via "V" on your construct.



v2.8.7 [Add] : Added a camouflage texture skin system for adding skins to alloy, metal and heavy armour blocks on the vehicle. Press V to engage with it.
v2.8.7 [Add] : The number of board sections you need to capture in order to enable your next RZ deactivation is now listed
v2.8.7 [Change] : If you kill your own vehicles and have no storage capacity for the self-looted materials they'll go into / create local material dumps for you to pick up later
v2.8.7 [Change] : Killing things with avatar weapons e.g minigun adds to the commodity store (it has always added to the centralised team store in previous versions)
v2.8.7 [Change] : Scrapped enemy vehicle resource dumps now contain the material that was in them when they were scrapped
v2.8.7 [Change] : You now get material for destroying enemy material storage in combat
v2.8.7 [Change] : Avatar gifting of commodities from the global commodity store is now turned off by default. Press F5 to turn it on/off.
v2.8.7 [Change] : Buttons added to fleet control options to gift 1k, 10k and 100k commodities to your forces in your territory (or neighboring). Cannot be performed in campaign battles.
v2.8.7 [Change] : Fuel refineries now convert raw materials to commodities that are globally gift-able to your forces in your territory (or neighboring territory) (not available during campaign battles). They can only operate when sitting on a 1 million material stockpile or greater
v2.8.7 [Change] : Pressing 'Q' on a material storage container will gift global commodities into it as materials. Cannot be performed in campaign battles.
v2.8.7 [Change] : The 2.8.5 mechanic that refinery-forces acted as a large world-wide supply group has been de-activated now that they have this new function
v2.8.7 [Change] : UI updated to display 'nearby' materials as well as 'commodities'

Beta Test 2.8.5 is here, with some big changes.

Hey Depthians!

Another long list of new additions and some very big changes to the game such as the removal of fuel as a resource and ammo. I would advise you to read thread by Nick, which explains the changes in full detail, any comments/suggestions/ideas/concerns should be posted in that thread, just so we have everything all nicely gathered in one place.


v2.8.5 [Add] : A new material/energy sharing system has been added where forces can be separated into different types (Creator / Cargo / User) and their material/energy sharing is automated depending on their type.
v2.8.5 [Change] : Ammo barrels hold materials now, and increase the availability of materials for reloading guns (materials per minute)
v2.8.5 [Change] : Ammunition and fuel have been removed as resources- guns and engines use materials directly now
v2.8.5 [Change] : Existing ammo processors will be automatically replaced with a 2m long material storage locker in this version of the game. The block is now decorative only
v2.8.5 [Change] : Existing oil processors will be automatically replaced with a 2m tall material storage tank in this version of the game. The block is now decorative only.
v2.8.5 [Change] : Fuel refineries don't create fuel from materials anymore. Instead they form a world wide material sharing network where all 'on' refineries can slowly share materials with each other (however the refineries also burn materials so a lot of material is wasted in this process)
v2.8.5 [Change] : Fuel tanks hold materials now, and increase the availability of materials for powering engines (materials per minute)
v2.8.5 [Change] : Resource harvesting, when out of play, runs at 5% even if there is no power source. This is to avoid outposts getting stuck at zero materials and being unable to get any.
v2.8.5 [Change] : The smoke dispenser now burns materials instead of fuel
v2.8.5 [Change] : Tutorials updated to reflect new resources (material and energy) and new resource transfer system.
v2.8.5 [Fix] : Pressure no longer drops or increases when boiler or pipe is shrank
v2.8.5 [Fix] : In story missions your vehicle will no longer get free resources and free reloads after spawning- you shall only get the materials you pay for in the mission launcher
v2.8.5 [Remove] : The supply group and transit fleet systems have been removed. They've been replaced with something simpler.

2.8.1 Beta test is here!

Another long list of fixes and changes in beta 2.8.1 :D we will have a proper write up once this hits stable.

 
v2.8.1 [Add] : Added 4way APS gauge cooler
v2.8.1 [Add] : Added 5way APS gauge cooler
v2.8.1 [Add] : Added L shape APS gauge cooler.
v2.8.1 [Change] : Removed Thruster Balancing from additional AI routines.
v2.8.1 [Change] : APS autoloaders with intake counts that do not match the amount needed for sustained fire get a warning and an orange outline in build mode
v2.8.1 [Change] : Made T splitter APS gauge cooler
v2.8.1 [Change] : Removed component count limit
v2.8.1 [Change] : Durability estimate is also used for the difficulty assignment of faction designs. The difficulty of many designs will change and these might be tweaked a bit later
v2.8.1 [Change] : NPC factions are more aggressive towards the player at higher difficulties
v2.8.1 [Change] : NPC factions should no longer completely wipe each other out
v2.8.1 [Change] : Reworked how the strategic AI decides which territories to capture to make it more intelligent
v2.8.1 [Change] : Rough estimates of the durability of designs is now used by the strategic AI for combat related assessments
v2.8.1 [Change] : Added warning that shows output reduction when the engine is partially/fully submerged
v2.8.1 [Change] : Generator power/thrust up from 0.05 to 0.052
v2.8.1 [Change] : HEAT base damage up, from 20% of a frag warhead's damage for 1 max special HE body to 30%
v2.8.1 [Change] : Short range laser combiner max distance up from 300m to 500m. Damage multiplier at max distance down from 2x to 1.5x. Inaccuracy at max range is the same (so at 300m changed from 1° to 1.5°)
v2.8.1 [Change] : Powered jets, propellers and ions now gradually spool down when they get a request for 0 output (change was gradual in all other cases before)
v2.8.1 [Change] : Powered propellers do not instantly stop when getting above water. They gradually slow down until they stop
v2.8.1 [Change] : Reflect and laser scatter modes on shield projectors merged
v2.8.1 [Change] : Reflect mode base ricochet chance up from 20 to 25% at minimum angle, from 40 to 45% at maximum angle
v2.8.1 [Change] : Ring shield armor bonus increased by 50%
v2.8.1 [Change] : Shield projector UI updated
v2.8.1 [Change] : [FTD-466] Cost of steam pistons, turbines, gearboxes and generators multiplied by 60
v2.8.1 [Change] : [FTD-466] Heat dissipation rate of boiler decreased from 0.5 kW/(m2*K) to 0.05 kW/(m2*K)
v2.8.1 [Change] : [FTD-466] Heat of material decreased from 3000 kJ to 1500 kJ
v2.8.1 [Change] : [FTD-466] Max power of small gearboxes increased from 3000 to 6000
v2.8.1 [Change] : [FTD-466] Piston base efficiency decreased from 0.9 to 0.75
v2.8.1 [Change] : [FTD-466] Piston cylinder length is now 1.1 for small, 2.5 for medium, and 3.5 for large
v2.8.1 [Change] : [FTD-466] Piston efficiency changed from (0.8)^(0.5*input/output-1) to (input/output-1)^(-1/5), which means better throughput (ppv) and efficiency (ppm) for naive steam engine designs
v2.8.1 [Change] : [FTD-466] Reduced the intensity of steam crankshaft noise
v2.8.1 [Change] : [FTD-466] Reduced turbine flow virtual volume to 2m * end area of turbine
v2.8.1 [Change] : [FTD-466] Side shell thickness of turbine, piston and boiler increased from 5mm to 1cm
v2.8.1 [Change] : [FTD-466] Steam components are now updated in a fixed order, to avoid inconsistencies caused by the order of placement. The order is now {Boiler, Piston, Turbine, Valve, Jet, Pipe, Propeller, Crankshaft, Gearbox, Transmission, Generator}
v2.8.1 [Change] : [FTD-466] Steam jet max speed changed from 200m/s to 150m/s
v2.8.1 [Change] : [FTD-466] Steam jet power limited to 10000 and thrust limited to 50000
v2.8.1 [Change] : [FTD-466] Steam jet thrust per power changed to 3.5 (it is 15 for ion, 25 for jet, 40 for propeller)
v2.8.1 [Change] : [FTD-466] Steam pipe tanks can now restore their pressure
v2.8.1 [Change] : [FTD-466] Turbines flow half life reverted from 0.4s to 0.1s
v2.8.1 [Fix] : The height map for alloy has been fixed to stop one face from looking like it is moving.
v2.8.1 [Fix] : Railgun chargers can no longer connect to barrel magnets.
v2.8.1 [Fix] : Added code to locate the cause of a block disconnection bug
v2.8.1 [Fix] : Fixed duplicating text in text block
v2.8.1 [Fix] : Custom jet generators are now also disabled under water
v2.8.1 [Fix] : Custom jet generators now use the correct amount of fuel when supply is low
v2.8.1 [Fix] : Custom jet parts are no longer automatically rotated to match the controller's orientation
v2.8.1 [Fix] : Fixed custom jet generator mode switch possibly not registering on being put into play
v2.8.1 [Fix] : Jet controller tooltip now shows the correct thrust/fuel value even when some output is reserved by a generator
v2.8.1 [Fix] : Fixed powered propellers providing forward thrust on a backwards request
v2.8.1 [Fix] : Powered jets, propellers, ions and wheels now use the correctly scaled amount of power when running below their maximum allowed output
v2.8.1 [Fix] : Fixed ability to set clamped value beyond the bounds
v2.8.1 [Fix] : [FTD-466] Fixed a bug that increased some pressures by 101 kPa
v2.8.1 [Fix] : [FTD-466] Fixed crankshaft fluctuation
v2.8.1 [Fix] : [FTD-466] Steam components can no longer consume more energy/steam than available in shaft/pipe
v2.8.1 [Fix] : [FTD-466] Steam jet now correctly respect the maximum thrust and power consumption

What we are currently working on Aug-Sept 2020

Hey Depthians!


We are back with some more news for August’s sprint.
Currently, I have my hands on the coming changes to steam’s tweaks and new additions. However, while I cannot get into specifics on numbers and exact components etc.. I thought I would give you all a steamy little tease with this.



That, as well as other additions and some multiplayer fixes, will soon be in the next Betatest for you all to brake for us xD We will also be putting more focus on MP issues in the coming months and hopefully resolve all issues.

I think this sprint is quite self-explanatory, but if you do have questions as always feel free to ask.

For those on the current Beta 2.8.0 give me feedback on wheels please mainly issues/things you are not happy with like spring force, turning and so on. Except for glitching through terrain and tracks bugging out, we know about that.

If you are interested in what is happening with the current 2.8.0 beta then check this thread out which I shall keep up to date with any changes.

Thanks for your support as always!

Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.

https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

New 2.8.0 BetaTest build is up for you all to break

Hey Depthians!

2.8.0 has hit our BetaTest branch. If you are interested in the changelog please check that out here (Trying to get everyone's feedback in one location)