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From The Depths News

2.5.2.11 [Stable]

Welcome back to another round of bug fixes and tweaks.

We are pushing this small update to stable since we will be setting up the ammo overhaul in a devtest branch soon(™) and for now, we will be using the ammo processors to produce the ammo in that devtest branch only!

This update, as well as our previous update, brings a number of changes to faction craft. A number of constructs were cut, meaning the spawn chance is set to 0. However, you can still find them in the world editor tagged retired after the name.

The idea is to prepare for future AI changes and campaign overhaul. Some changes that we wanted to see was not having numerous designs that were very similar to each other as we wanted constructs to be specialised in certain tasks and probably classes.

Currently, we have removed 15-20 constructs from the DWG, OW, LH, and WF from the spawn lists and removing more from other factions in future.

DWG has had many designs made to do strange some strange things or fight in different ways.
OW has a number of new classes of ships which were conversions of older designs. They now have 4 new Missile ships with slow large missiles, 3 “Tank” ships that have heavy armour that move faster and get up close to fight, and the Warden has been converted to Artillery.
WF has had significant changes to many designs making them more aggressive in melee. Their aircraft have been removed if they did not specialize in melee attacks. Check out the old Gnumura, now known as “The Last Rite” its a scary beast. The Old priest ships are being rebuilt to be better looking and specialize in certain things.
LH has had their small laser designs changed to either Short-range lasers or Missiles to compensate for their lack of damage. All small designs have been increased in speed, some by a lot. The Battleship Terrawatt is now a 100 m/s Hydrofoil battleship.
SS has started their update process, some designs have been improved or fixed. Not many big changes yet, but in the future, all shark ships will be replaced.
Currently, DWG and OW are finished, WF is 95% done, LH 90% done, SS 15% done.

This update brings a few bug fixes and changes to steam

: Starting pressure in the pipes is now 0.1 time the pressure of the connected boiler with the highest pressure [BUGS-1640].

: Target pressure set to 100k max [BUGS-1624].

: Formula changed for the material burned ratio, it is now

* ((x+0.3) * (x+0.3) - 0.09) / 8.0 where 'x' is the burn rate [0..1]Missile fix (I’m sure Borderwise is happy with this :D )

: Fixed issues with cluster missiles causing them not to fire under AI control and to calculate the size of the container incorrectly depending on the placement of the container controller.

Lastly some UI tweaks and changes to Cram

: Weapons and LWCs now show how much materials they have destroyed, and how much ammo and energy they have expended.
: Local weapon controller updated.
: Double ended sliders with a min and a max value have been added to the game.
: The display block is now fully customisable
: Docking station UI updated
: Anti missile cannon controller UI updated
: CRAM Fusing box UI updated
: Decoy UIs updated
: Belt fed autoloader UI updated
: Signal jammer UI updated
: Enemy simulator UI updated
: Laser colorer UI updated
: Laser warner UI updated
: Missile stagger UI updated
: Poster holder UI updated
: Smoke generator UI updated
: Steam release valve UI updated
: Teleport pad UI updated
: Wireless camera UI updated
: Vehicle spawner UI now has path selection and testing features
: Simple laser UI now has option to change laser beam color
: [BUGS-1595] Fixed being to remove inputs from the PID component
: [BUGS-1554] Fixed errors caused by removing the input of a printer component. Also added the button to add the an input after deleting it.
: [BUGS-1543] The settings in the 'Environment' tab of the options menu now also apply to custom battle. Making the avatar immortal now also applies to custom battles.
: CRAM cannons set to 'prefer high' or 'prefer low' if the actual arc used to aim is the high one.
: CRAM shell guidance for high arcs now also compensates for weapon inaccuracy.
: CRAM shell lifetime is now increased if the flight time of the shell is expected to be very long.
: Added a configurable maximum muzzle velocity to CRAM cannons.

Update 2.5.2.7 [Stable] Cluster missiles, Steam tweaks and fixes.

We are back with another CLUSTER of bug fixes, tweaks and new features which we hope you will all like :D

A quick note before we get to the goodies. We have turned off Steam cloud sync as it has been causing some upsets and issues, this will remain off for the foreseeable future. :(

To continue with steam but the steamy type.
Gladyon has tweaked up our steam systems so that we can run them more efficiently. We can set the steam pressure to start with when spawning/pulling the construct into play/battle, and we can also set the material burn rate or use the auto-regulate function so that we reach the given pressure. This can be done via the boiler controller UI or ACB.


We can also use ACB’s to check the steam pressure of the closest boiler on the same construct, spin block and piston. Material consumption has also been tweaked such that the consumption is more efficient at low burn rates and less with high burn rates.

Gladyon has also increased the volume that large boilers have to 10% more volume than 9 small, and huge boilers to 20% more volume than 25 small ones.
Steam engines now consume material in out of play while the vehicle is moving using steam jets or steam propellers, however, constructs will not consume material out of play for power generation if there is no turbine or generator.

Next, we have Nicks Cluster missiles, a new feature in From the Depths which I have covered here:
https://youtu.be/LmQtViNwqz0

In that upload, I go through how we create the parent missile that will fire off the child missile and also parent to fire parent+child to fire a child, and we can also use flares with missile interceptors inside them. What I did not cover is that we can have a small missile carrying small missiles or medium carrying medium and large carrying large.
We have three new components, the Cluster container controller, which allows us to set how our missile will behave and fire off any child missile.


The Cluster container extension which gives us length and volume to hold our child missiles and the Cluster ejector which goes on any child missile or parent which is also a child missile eg: L holding M holding S the M missile is the parent and child at the same time in this case. You can find the stats on volume and size at the very bottom of the stats window, in the picture above you can see the stats and this L missile can hold 11m in length and 2.16m cubed volume. We will also see these stats on a missile which has the Container ejector installed, informing us how long in terms of Container extension length we need and volume on the parent missile.
A “small” example of a large missile that would fire 4 medium missiles which they would then fire off 4 small missiles each.


There will be some tweaks coming to cluster missiles in terms of ammo costs for the extensions etc. We may also have a method to spread out the child missiles from the parent missile in future (like the ejector setup for missiles).

Nick has also started work on the achievements. The first step towards us unlocking achievements is the authoring of constructs and subobjects/prefabs.
As you can see from my most epic life-like sculpture of Beastman our business manager, in the top box we have Name and author. This is where all the details will go in regards to who made this and how many blocks were added by others.


Draba has made a whole lot of changes ranging from ammo use, elevation, range, mat costs and a number of other stats to our simple weapons, you can see the list in the patch log section below.
He has also tweaked up the Signal Jammer and replaced this with a Sensor Scrambler ECM. This will use power and reduce the bearing/range accuracy of enemy sensors, however, the strength falls off with distance 80/67/50/29% at a range of 500/1000/2000/5000m, their strength stacks with each other.

Other changes to detection are: Visible, radar and sonar detection range is reduced to 30% for subconstructs.
Being close to the ground or sea surface decreases the radar detection range. Radar signature change increase from 75% at 0m to 100% at 50m.
Being high above the ground increases the radar detection range. Radar signature change increase from 100% at 50m to 135% at 400m.

Fav pick of pics. These were created and posted by Tourist in our discord channel. Very well made, so much detail has been put into these tanks its unbelievable. Well done!!



: Pressure when spawned can now be configured (it will be the 'auto-regulated one').
: It is now possible to auto-regulate the material burn in order to achieve the given pressure (configurable using the boiler controller UI or an ACB).
: It is now possible to check the pressure of the closest boiler controller (on the same construct, spinBlock, piston, etc.).
: New 'Clear shells' action for the APS firing pieces.
: Material consumption is more efficient at low burn rates, and less efficient at high burn rates.
: Large boilers now have 10% more volume than 9 small ones.
: Huge boilers now have 20% more volume than 25 small ones.
: The minimum distance is now '1' (as it will select no block, there's no need for '0') [BUGS-1620].
: Steam engines now consume material in out of play when the vehicle is moving using steam jets or steam propellers.
: Steam do not consume material out of play for power generation if there's no turbine or generator.
: All non-water-only propulsion will now work fine in a closed room with an air pump [BUGS-1537].
: Turbo-charger buoyancy fixed [BUGS-1487].
: Winch description now indicates that it must be connected to the launchpad [BUGS-1438].
: [BUGS-1460] fixed an issue with mainframe naming on the AI interface.
: Removed the velocity estimate of the aim point for sea skimming mode and one turn mode to stop conflicts
: Fixed an uncommon issue with the deletion of a blueprint potentially breaking the UI.
: [BUGS-1565] Fixed a bug in the left click place, right click place build mode options when left mouse is held down.
: [BUGS-1614] UI line overlays are no longer affected by ambient lighting levels.",
: [BUGS-1484] barrel placement when 5 or 6 barrels is now perfectly symmetric/spaced.
: [BUGS-1497] Reduced some garbage allocations and moved some large calculations to background threads to make game run smoother in adventure mode and other modes.
: [BUGS-1570] Tweaked the way the water clarity slider works and how the underwater shader looks.
: [BUGS-1566] Building mode free paint issues corrected.
: authoring details to vehicles/structures/fortresses placed in 2.5.2 and beyond. This will be used to help with the unlocking of steam achievements.
: Added a quick edit button to save a copy of the suggested vehicle and open the designer ready to edit it
: Added a 'tag' system for story mission arcs to allow the automatic assignment of a player edited blueprint from mission to mission.
: Added a firepower estimate adjustment for each design so that the AI will be able to better select units to match the player skill in future.
: Added a Cluster munition system to the missiles. Cluster containers can fire missiles cluster ejector units that fit (length and volume) into the cluster container.
: When you launch designer with a default vehicle it no longer spawns the vanilla designer raft.
: The effect for dying in the absense of a heartstone has been changed and it's more clear what is going on.
: When the adjuster is set to 'on water' the altitude of the behaviour set point is no longer lost.
: Applique has a new model and material to reduce vertex count.
: The display block is now fully customisable.
: Docking station UI updated.
: Anti missile cannon controller UI updated.
: CRAM Fusing box UI updated.
: Decoy UIs updated.
: Simple laser UI now has option to change laser beam color.
: Simple lasers and cannons show their firepower stats and ammo use in their tooltips.
: Particle cannons show their firepower in their tooltip.
: The total firepower and the firepower breakdown in the V menu now includes simple weapons and particle cannons.
: Combiner and short range combiner got a slider: only fire if cavities are at least X% charged.
: Combiners now display on their tooltip if they are waiting for burst charge, or if total cavity energy is stopping them from firing.
: Non-hollow point kinetic damage gets a boost at lower diameters: KD_MULTIPLIER = MAX(2, (500/DIAMETER)^0.25).
: Kinetic base AP increased by 20%.
: Heavy head AP goes from ~30 to ~36 with 5GP/2 solids.
: AP head AP modifier down from 1.8 to 1.65, AP goes from ~60 to ~65.
: Sabot head AP modifier down from 3 to 2.5 (AP unchanged), kinetic modifier from 0.75 to 0.85.
: Hollow point head AP modifier from 0.5 to 0.45.
: Explosive shock now uses the same damage scaling as missiles and APS.
: Explosive shock now uses the same radius scaling as missiles and APS: RADIUS = DAMAGE^0.3.
: Explosive shock base damage is 50% of impact/piercing, instead of 100%.
: SRLC minimum range increased from 50 to 100, max is still 300
: SRLC does 200% total damage at max focus, 400% at min.
: SRLC only has 75% AP at max focus, 50% at min.
: SRLC inaccuracy is 1° at max focus, 2° at min.
: Explosive warheads used for HEAT/HESH now contribute to HE damage, as they should
: Gunpowder casing damage for clip explosions halved (7.5 gunpowders are the same as 1 HE).
: LAMS nodes now display a warning in their tooltips if the laser has storage for less than 15 seconds of pumping
: Armor for all turret and spinner block increased from 15 to 25.
: Airplane maneouvre got an option to pitch towards the waypoint, instead of pitching to reach target altitude ASAP. Smoother and easier to use, this is the default.
: Bombing run behavior got an abort distance and abort timer. It'll cancel the run that time after touching the abort distance. This helps to avoid getting stuck with short range weapons.
: M interceptor base damage from 10000 to 12000.
: Missile HE explosions now always originate 1m behind the nose.
: Remote guidance got an option, oldest one self-destructs when its launchpad fired a 2nd one(5th for quads). Default is off.
: Fixed a bug, remote guided missiles properly.
: Speed bonus at high altitudes reduced, speeds increased across the board.
: Missiles with fins can got a small lateral movement to increase hit rates.
: At high speeds IR seekers aim 1-3m ahead of the target block.
: Visible, radar and sonar detection range is reduced to 30% for subconstructs.
: Being close to the ground or sea surface decreases radar detection range. Radar signature changes increases from 75% at 0m to 100% at 50m.
: Being high above the ground increases radar detection range. Radar signature changes increases from 100% at 50m to 135% at 400m.
: Chaff emitters can't reduced radar detection range below 50% of the original.
: Signal jammer replaced with Sensor scrambler ECM",
: Sensor scrambler uses power and reduces bearing/range accuracy of enemy sensors.
: Sensor scrambler strength falls off with distance: 80/67/50/29% at 500/1000/2000/5000m.
: Sensor scramblers stack, their effective strength is summed to determine the accuracy reduction.
: Sensor accuracy multiplied by: 10 + (MIN(SCRAMBLERS_POWER_SUM, 20000) / 20000) ^ 0.25. 76% for 100 power, 57% for 1000, 24% for 10000.
: Remote guidance missile direct accuracy reduction from jammers removed(they are affected by worse detection.
: Laser designator receiver inaccuracy from smoke halved, max 3.5m for 1000 strength smoke and 7m for 5000.
: Remote missiles now properly use general purpose processing power again.: [BUGS-1594] Point at and circling AIs now properly pitch/roll to match the target if it's above the craft.
: Damage/AP fixed, instead of 400 DPS with 35 AP they have 1000/8 as shown in their tooltip.
: Fixed SRLC multiplying damage every time the beam kills a block.
: Health from 350 to 500.
: Armor from 15 to 20.
: Damage from 30 to 100.
: AP from 4 to 10.
: Inaccuracy from 2.5 to 1°.
: Ammo cost from 10 to 15.
: Cost from 10 to 200.
: Health from 650 to 2500.
: Armor from 15 to 25.
: Damage from 150 to 200.
: Magazine reload time from 2.2 to 6s.
: Cost from 80 to 1000.
: Health from 840 to 800.
: Armor from 10 to 20.
: Damage from 220 to 250.
: Ammo use from 50 to 25.
: Cost from 60 to 100.
: Health from 840 to 800.
: Armor from 10 to 20.
: Ammo use from 30 to 10.
: Cost from 60 to 100.
: Armor from 10 to 15.
: AP from 20 to 10.
: Simple Rokkits gun", "Inaccuracy from 18 to 7.5°.
: Ammo use from 500 to 1000.
: Cost from 125 to 500.
: Armor from 20 to 25.
: Max shell length from 0.5 to 0.3m.
: Inaccuracy modifier reduced to 30% the previous value.
: Time between shots from 0.8 to 2s.
: Magazine reload time from 30 to 60s.
: Inaccuracy down to 30% the previous value.
: Cost from 100 to 250.
: Health from 1200 to 3000.
: Armor from 15 to 30.
: Damage from 150 to 300.
: Ammo use from 200 to 80.
: Explosive damage from 200 to ~157, radius from 0.5 to 4.6m.
: Magazine reload from 3.5 to 9s.
: Cost from 125 to 1000.
: Weight from 150 to 200.
: Health from 1500 to 3500.
: Armor from 15 to 30.
: Damage from 150 to 300.
: Ammo use from 400 to 160.
: Explosive damage from 200 to ~157, radius from 0.5 to 4.6m.
: Magazine reload from 3.2 to 13s.
: Cost from 275 to 1500.
: Weight from 200 to 300.
: Health from 1700 to 3500.
:Armor from 15 to 25.
:Damage from 150 to 300.
:Reload time from 0.225 to 0.4.
:Ammo use from 1500 to 1000.
:Explosive damage from 200 to ~157, radius from 0.5 to 4.6m.
: Magazine reload from 12 to 30s.
: Magazine capacity from 1120 to 200.
: Cost from 575 to 4000.
: Weight from 260 to 350.
: Health from 1700 to 3000.
: Armor from 15 to 25.
: 1.5x damage multiplier removed.
: Fixed firerate changed, uses 15% of the last shell's reload time instead.
: Cost from 150 to 2000.
: Health from 1600 to 3500.
: Armor from 15 to 30.
: 1.5x damage multiplier removed.
: Fixed firerate changed, uses 15% of the last shell's reload time instead.
: Cost from 175 to 2500.
: Weight from 220 to 300.
: Health from 2500 to 4500.
: Armor from 20 to 30.
: 2x damage multiplier removed.
: Fixed firerate changed, uses 20% of the last shell's reload time instead.
: Cost from 275 to 2500.
: Health from 3500 to 6000.
: Armor from 20 to 30.
: 2x damage multiplier removed.
: Fixed firerate changed, uses 30% of the last shell's reload time instead.
: Cost from 350 to 3500.
: Ammo use from 10 to 5.
: Cost from 30 to 100.
: Inaccuracy from 2° to 1°.
: Ammo use from 30 to 15.
: Inaccuracy from 0.2° to 0.1°
: Cost from 100 to 150.
: Ammo use from 75 to 30.
: Maximum elevation from 15 to 20°.
: MAzimuth range from 11 to 15°.
: Minimum elevation from 0 to -10°.
: Ammo use from 75 to 30.
: Cost from 60 to 250.
: Health from 1120 to 1200.
: Cost from 100 to 150.

2.5.1.12 Stable release.

What is up awesome FromTheDepthians!
We have released the current devtest build into stable, which brings you good people the following goodies and some new additions :D

Some minor changes to a few block types such as;
Munition warners can see through railings
Sheild projector UI has been updated
APS and Crams now have the option to aim straight at the enemy, ignoring gravity and movement, which can be found in the dropdown list when using Q on the turret and changing from Only low to Direct line.
Crams also have a tiny bit of guidance and built-in gravity compensator when using aim setting “Only High” this will give them a slightly better chance of hitting an enemy.

In terms of propulsion changes;
Dedi-blades are now more powerful when the blades are further away from the centre axis. This reflects the increased area of air swept
Helium pumps are now more powerful. Both air and helium pumps have changed the way that they leak to be more realistic.
Propellers now have a pitch adjustment so that they can be angled -15 to +15, so we can now “counter” wheelies or nose dives if we place a number of props under the or over the centre of mass for forwards push. This may be added to all propulsion types in future.

We have also created a patreon page and we have had two Patreon requests already which we have added to the game.
We now have a slider that changes the clarity of the ocean depth you can see through. This can only be used if you have GPU ocean enabled. This slider is also available in the planet editor too.
Spot the difference:

The settings for these two screenies were clarity factor 10 first pic and 0 second pic. Set this to 1 for default settings.

Our second Patreon request was to add gravity, drag, particle count and lifetime to the smoke generator for a more realistic smoke trail.

Nick has also added a new laser fire piece Short Range Laser, which can deal very powerful short-range beams for bombing runs, interceptors or melee style constructs.

The shorter the focus range is the higher the damage multiplier will be. 50m would have a x10 multiplier so you can indeed dish out quite a bit of damage! 300m is the max distance for this system, the multiplier would be x2.880665 which is still very good (imo) :D

As many of you already know during this latest devtest we have finally got our hands on the epic Undo Redo feature by Weng :D
So just in case you did not know, the Undo Redo feature is in stable!

Have you accidentally chopped your whole boat in half??
Fear not little Rambot! Smash that CTRL Z and bring it all back!! And if you are still not happy smash CTRL Y and lose half your boaty again :D rinse and repeat until content.

The Undo Redo feature does not have a limit as to how many blocks it keeps track of for you to undo, so you can manually delete 100 or 1000 blocks one by one and spam CTRL Z to bring them all back. However, once you save and exit the game that history will be lost!
The Undo Redo will also resolve misclicks like deleting the turret block by mistake or deleting the block under the turret block thus killing your turret. One CTRL Z and you have the block you deleted back again and also the turret :D Spin blocks and pistons, stacked or not, are also recognised by this feature and any blocks that were attached to them.

Our latest new addition is the Steam Jet, from our most awesome Weng :D

Steam Jets can use a maximum of 2000 steam per second, which will give us 2000 thrust.
You can also hit Q on the steam jet and lower the amount of steam used. As an example, I have a light flyer and using steam jets for yaw, I would set these around 500 to be on par with a small jet or even lower to 150. The minimum is 1. Currently the steam jet does not have a max speed, however, this is subject to change! You can find this awesome new addition in Steam Engines/Piping - Steam Jet at 50 material :D

To continue on this steamy subject, Weng has also made us a new drill which is currently quite deadly! As you can see below. I have attached the steam setup and drill on two telescopic pistons, just to help reach those parts that matter most :D and if you find people are making fun of your drill, feel free to extend your shaft much as you please with the shaft extension block.

The steam drill is made up of two parts the drill head 150 materials and the drill shaft 100 materials. Currently, the health and armour are the same for all 3 steam setups small/med/large at 1500 health and 25 armour.

We are also tweaking up tutorials to also have voice instructions, currently, the 1st tutorial has the voice of T3hJimmer.

Patch notes

: [REQ-835] Munition warners now see through railings (and any other block transparent to IR light).
: The power of a dedi-blade is now more powerful the further away from the axis it is- which reflects the increased area of air swept.
: [FTD-7] shield projector UI updated.
: Helium pumps are now more powerful, and air pumps and helium pumps have changed the way that they leak to be more realistic.
: Propellers now have a 'pitch' adjustment so they can be angled -15° to +15°
: Added a short-range laser that can deal a very powerful short-range beam for bombing runs, fighter-interceptors or melee style laser units.
: Added a voice over to the first tutorial.
Controls>: You can now modify the pitch of water propellers.
[Patreon request]: Added a slider for water clarity that affects the depth you can see through the GPU ocean. It's available in the planet editor for weathers but the player also has their own slider in the options menu for it.
[Patreon request]: Added a gravity, drag, particle count and lifetime slider to the smoke generator to achieve more realistic smoke trails
: [BUGS-1491] Fixed an issue existing since april '19 caused could be caused by repairing a mainframe with particular AI behaviours on it
: [BUGS-1550] laser target data now saves for CRAM cannon laser target block.
: [BUGS-1545] short range laser beam is now correctly colorable
: [BUGS-1544] Circling Ship and Circling Tank simple AI cards now correctly configure the adjuster when freshly placed.
: [BUGS-1464] some small fixes to sub object saving and loading
: [Bugs-1463] Out of play repairing bug causing massive speed and altitude fixed
: Added in undo/redo functionality for building.
: Added Steam Jet.
: Added Steam shaft and steam head.
Added added to APS and CRAM to aim the cannon straight at the enemy, ignoring gravity and movement.
: Shells fired by a CRAM cannon set to aim using only high trajectories now have a tiny bit of guidance to give them some chance of ever hitting an enemy. They also get a build in gravity compensator.



2.5.0.7 [Stable]

What is up, awesome people of the internet.

We have been working our empennage’s off once again like someone strapped a Small Custom Jet Engine to it!

We are really pleased to introduce you all to the new Small Custom Jet engine, which has been created by the awesome Weng! :D. We also have Draba’s legendary APS overhaul, which has been a very hot topic (Any APS numbers are subject to change) we also have a new missile warhead! And other missile tweaks, not only that but tweaks to the shield generators, and projectors, its an extensive list which you will find in the patch notes section and the proposal post linked above. Our artistic Mattia has created a number of new sounds and updated a number of sounds. Of course, we cannot forget Gladyon and Nick with the bug squishing, and Joris getting things ship shape for the campaign overhaul, and if you have missed the discussion you can find it .

So before this little intro gets plane boring, let's get into some detail with all the new stuff and things.


Small Custom Jet Engine.
If we create two CJE’s exactly the same however one would be the small variant, we should see a difference in force and fuel usage at around 1/9th of the large CJE.

The CJE’s have a number of parts exactly like the standard CJE, the major parts are currently 5 materials cheaper, while the addons like extra compressor, fuel injector and combustor are 2 materials cheaper than the standard CJE.
Large and to some extent small CJE addons have had a small change in the way they work. Prior to this update, the addons connect in a number of directions and when they connect, the model of the addon automatically rotates to line up with the main jet. This is what will be changing, they will only connect in one direction and must be manually rotated to fit on.

The caveat to this is that they will still provide their benefit even though the model is not visibly being attached and also showing us the warning in the tooltip, which will be sorted out in the next few updates.
In future add ons will not work if they are not properly attached and this of course means the sharing of addons between CJE’s will be removed

Both CJE’s have had their sounds changed which also changes in comparison to the force they are outputting.

We are looking forward to seeing all your builds using these little babies :D and if you cannot wait to build something to use them (unless you have been using the DevTest branch), then I have you awesome people covered :D I have also left it plain for you to colour in :P
SmallGunShipThing
This is by no means efficient or the best way to setup CJE’s and don't expect it to 1 shot a moray or live too long :P We won't be held responsible for the loss of life or being sacrificed by the White Flayers.

Seeing these missiles brings us to the next sweet addition to From The Depths, which is the Shaped charge head. It has the same drag as a thumper and uses the HE warheads placed directly behind it, blasting a stream of superheated armour-piercing copper into our target. So feel free to change the missiles in the little drone, they should be long enough to have some fun :D

While you are using the little drone above and if you add some munition warners, or your own construct, you will be able to hear some new beeps and alarms when you ‘Q’ on the warner.

We have added alert noises for missile detection, torpedo detection with active sonar, shell detection, radar ping detection and sonar ping detection.

Now if you do want to sit there and listen to all the new alarms but don't want to see your construct full of holes, then we suggest you turn on God Mode! :D (or be boring and just hover the cursor over the options in the ‘warning sound settings’)
Yes!, we now have the ability to make our constructs invulnerable in designer mode only.


Yellow / Gold is on and white is off :D

Our Crams have had a little bit of love as we now have tooltips showing damage and shell power/firepower at the highest rate of fire the cannon is capable of.

Michael has also been busy with the story missions and they are now accessible in the Fight menu, however they are still being worked on!

As always I pic something sweet you awesome people create.
This was posted by Object2791 @Object2791 on our @FTD_Game twitter
Boss Ship from Darius Gaiden


Patch notes:

: Added in a smaller 1x1x1 variant of the Custom Jet Engine.
: Flags are now moving using wind, vehicle and SubConstruct velocity, and they also are oriented correctly [REQ-34].
: The assault cannon is now displaying the build arrow [BUGS-1361].
: The name of the ammo controllers is now displayed in the list of controllers attached to a simple weapon [BUGS-1360].
: Loading a blueprint with the avatar in the chair is now working again [BUGS-1423].
: PAC charge time is now saved/loaded properly [BUGS-1417].
: Spinblocks mode not locked properly [BUGS-1390].
: Exhausts are now detected correctly even when the CPU is under heavy load [BUGS-1389].
: When the limit number of shells is reached, the oldest ones will be removed instead of the newest ones [BUGS-1382].
: Fragments shouldn't go through armor as often as before when the target is moving fast [BUGS-1172].
: Flags are now updated immediately when changed [BUGS-1344]
: Up to 4 fleet colors can now be saved, named and/or protected (*** : Game configuration panel of options menu now has an alternative (2019) Neter physics setting that we are experimenting with.
: Added missile launch sounds.
: Added missile reload sounds.
: Tidied up the missile burn sound.
: Fixed the sound manager so that fast firing cannons do not become inaudible.
: Replaced the simple laser sound.
: Updated jet SFX.
: Added a sound when rambot jumps.
: Added the #hashtag system for sounds.
: Added a button to the UI displaying how to get into the avatar inventory screen.
: Added alert noises for missile detection, torpedo detection (with active sonar), shell detection, radar ping detection and sonar ping detection.
: God mode for vehicles is now toggleable in the 'C' menu in designer- allowing easier testing of a craft or weapons without being blown up.
: Right click with the river tool now removes a neighbour-merge on one specific side- allowing you to make better rivers and mountain ranges using the river tool . : [FTD-118] ability to add custom scripts to all instances added.
: Added sliders in the game config for adjusting APS speed, missile speed and CRAM speed.
: I have removed the building control variant where G locks and unlocks the build marker orientation (when unlocked it automatically followed camera placement orientation) and tab would flip the build marker upside down when unlocked. This is a hang over from the initial style implemented 6 years ago where blocks were all 1x1x1 and their orientation was not that important. You can still tap G to orient the block in the direction of the camera, so you are not forced to use the rotation widget (tab).
: Changing the controller mode of a vehicle controller can now only be done by looking at the controller and pressing Q.
: Story missions have been removed whilst we work on fixing them up
: Dangerous waters has now been entirely removed from FtD
: [BUGS-1418] fix for saving vehicles in multiplayer obelisk assault map
: Fixed a bug with ailerons and universal control surfaces when placed on spinners / turrets.
: [BUGS-1425] Fixed an issue with the point at behaviour and the ship/tank manoeuvre combination where the vehicle would never 'idle' because it never met it's point at combat altitude.
: Fixed a bug where you can be left with two avatars if you restart designer whilst drop pod is falling
: Fixed a number of bugs with the map editor height map editing screen.
: AICirclingTankCard, AICirclingShipCard, AICirclingPlaneCard,AICirclingHoverCard have been adjusted so that the IDs of the routines they make are actually unique. This change will cause some small issues for cards that have been placed so far (duplicate behaviours and maneouvres) but will fix other issues in the long term.
: [BUGS-791] Rudders now respond again to custom controls.
: [BUGS-1476] default pitch angle for altitude control is now 15 degrees in the AI plane cards.
: Lasers cavities now spawn with up to 30 seconds worth of pump energy.
: LAMS node cost down from 200 to 100.
: Laser cavity energy back from 100/400/4000 to 150/600/6000.
: Laser shields are now the equivalent of 100 smoke strength/shield strength, instead of 175. Final AP at STR 10 from ~24.9% to 30%
: Missile damage cut to 1/2 the previous value.
: Missile HP reduced by 25%.
: Missile body/thumper HP modifier back from 150% to 200%.
: Missile thump damage up by 25%.
: CIWS damage multiplier up from 8 to 10.
: L missile 50% HP bonus removed".
: Signal jammer maximum error added to remote guidance reduced from 15m to 10m.
: Prelock thrust now can't reduce thrust below 50% of the minimum setting for the propulsion component.
: Shaped charge head added, same drag as thumper. It fully uses the HE warheads directly behind it.
: Thrust-based detection range doubled.
: Multiple HE/EMP/flak warheads give a linear damage increase (also goes for HE behind HEAT/HESH).
: Smoke warhead smoke amount at 500mm up from 600 to 1000, has linear stacking.
: Velocities of shells with the same modules now match at different sizes(no more penalty for small ones).
: Kinetic damage down to ~¼.
: Kinetic AP up to 1.5-3 times the previous values.
: Kinetic damage scales linearly with shell length. More bodies with same propellant and rail draw = higher kinetic damage but less AP, lower speed, higher ammo cost and higher reloadtime.
: Hollow point AP now scales with speed/shell AP modifier.
: Explosive radius has the same scaling as missiles, DAMAGE^0.3 (slightly higher for low cal, lower for high cal). Missiles down from 0.34 to 0.3.
: Flak radius is now 3x the radius of a HE explosion with the same damage.
: Frag adjusted to match the missile HE-frag damage ratio.
: Frag damage changed to have the same scaling as everything else (total frag damage is proportional to MODULE_VOLUME^0.5).
: HESH now spalls in a single line perpendicular to the surface hit.
: HESH now spalls on hitting a non-structural block, like HEAT.
: HESH heads now give 80% of a full warhead's worth of special charge, and 20% plain HE.
: Effective spalling metric of armor can't get below 3 against HESH.
: heads now give 80% of a full warhead's worth of special charge, and 20% plain HE.
: now won't spawn more frags than 20. Above 20 frags damage is increased instead.
: pen metric is now linear with factor(range tightened).
: frag counts reduced.
: Autoloader clip modifier is now: 2 / (1 + UNIQUE_CLIP_DIRECTIONS).
: Autoloader clips don't have to have shells to provide the loading speed bonus.
: Autoloader complexity modifier removed.
: Autoloader length modifier removed.
: Casings only cost half as much ammo as other full-length parts.
: Casings only count at half length for intake and loader reload times.
: Intakes attached directly to the firing piece take twice as much time to reload.
: Loader and intake times ~doubled.
: Reload time multiplier at a given diameter: 2 + SHELL_LENGTH, where casings only count as half length.
: Smaller shells have an additional VOLUME^0.15 firerate penalty, to account for lower gauge/barrel overhead. They are still slightly stronger in smaller guns.
: Barrels have enough base cooling to sustain ~2 intakes with 5 gunpowder casing shells each.
: Additional barrels increase base cooling time. COOLDOWN = BASE_COOLDOWN * (1 + 0.2 * (BARREL_COUNT - 1)), so 6 barrels give only 3x total speed.
: Gauge coolers give a 50% additive bonus to cooling rate(each one can support 1 intake).
: Cooler bonus % is reduced with multiple barrels, total increase is the same as with 1 barrel.
: Cooler bonus % is reduced with higher calibers, to match their lower intake-loader ratios.
: Bore evacuators give a 15% additive bonus.
: Overclock setting removed.
: Barrel length requirement now ignores casings, to reach 0.3 inaccuracy: SHELL_LENGTH ^ 0.75 * 4.
: Inaccuracy is: 0.3° * (BARREL_LENGTH / LENGTH_FOR_0.3)^0.4. Roughly doubled base accuracy, and barrels lengths matter less.
: Additional barrels increase inaccuracy by 20/25/30/35/40%.
: Rails triple the shell's accuracy at the maximum possible draw(without casings). Scaling is linear, small charges are much weaker than before.
: Tracer's maximum accuracy bonus is 50%.
: Stabilizer fin now uses the same component modifier system as other parts, 0.2 inaccuracy multiplier/0.95 speed multiplier.
: A 500mm gunpowder casing is 2000 recoil. 1 recoil = 1 kinetic energy = 1 rail draw.
: Barrels give enough recoil reduction capacity to fire a 5 GP shell at their caliber.
: Barrels recharge enough recoil reduction to sustain ~2 intakes with 4 GP shells at 0 recoil.
: Shots with recoil over 0 have increased inaccuracy. The penalty is 2x base inaccuracy with completely unmitigated 5 GP shells.
: Recoil absorbers give 800 capacity and 120 recharge/sec for each meter of length.
: Recoil force of a 5 propellant shell reduced to ~70% (won't push things around as hard).
: Absorbed recoil doesn't increase inaccuracy and only pushes the vehicle with half the force.
: Gunpowder and rails use a kinetic energy system: a single 500mm gunpowder module gives 2000 kinetic energy, 1 rail charge gives 1.
: Shell speed is roughly SQRT(KINETIC_ENERGY) / SHELL_MODULE_LENGTH, before volume scaling and shell speed modifier from different parts.
: Every shell has a maximum energy it can take from rails without being destroyed(scales with module count). At max draw shells reach ~1000-1500 m/s without rail casings.
: Rail casings increase the maximum usable rail energy without adding mass to the shell.
: Maximum rail draw is now a fixed number, instead of total battery energy %. Final rail draw is the minimum of this value and the shell's maximum possible energy.
: Magnet attaching fixtures and barrel magnets now provide 10000/5000 maximum rail capacity. Only fixtures having at least 1 magnet count.
: Rail charger energy/s up from 100 to 200.
: Rail charger overclock setting removed.
: Shield reflection chance now does not depend on projectile speed.
: Base reflection chance between 0-90° impact angle is 20-40% for STR 10, 5-10% for STR 1.
: Shield stacking limitations removed.,
: Projectiles roll a shield penetration value on being fired and use that for all shields(stacking only matters for different angles/strengths).
: Disrupt shield mode removed.
: Shield projector cost down from 300 to 200.
: Disruptor-tipped shells now pass through all shields, and cut their strength to X% of current value(debuffed strength is tracked separately, doesn't reduce power cost).
: Disruptor effect strength depends on the EMP payload of the shell.
: Disruptor head reduces all payloads in the shell to 50%.
: Disruptor head now has the standard fast head component speed modifier, and counts as an EMP warhead.
: Shields hit by disruptors regain their strength over time. The higher the power cost of the shield, the faster it stabilizes.
: Railgun charger cost up from 15 to 400.,
: Autoloader costs up from 20/volume to 200/250/275/300/350/400 for 1/2/3/4/6/8 meter ones.
: Clip costs up from 5/volume to 100/125/140/150/175/200 for 1/2/3/4/6/8 meter ones.
: Beltfed loader cost up from 35 to 400.
: Ammo input feeder cost up from 15 to 50.
: Gauge increase cost up from 15 to 20.
: Gauge splitter cost up from 15 to 50.
: Gauge cooler cost up from 20 to 50.
: Railgun magnet attachment fixture cost up from 15 to 50.
: Railgun barrel magnet cost up from 15 to 50.
: Hydraulic recoil absorber cost up from 10 to 80 material/meter.
: Firing piece cost up from 30 to 100.
: Heavy barrel weight down to 50%.
: Railgun chargers can now connect to each other (back-front).
: The back of a firing piece can now connect to autoloaders.
: The sides of gauge increase splitters can now connect to autoloaders.
: Gauge splitters are now coolers, and accept the same connections.
: 6 way connectors now connect to recoil absorbers.
: The module in the first slot determines the base AP/kinetic damage/speed/HP/accuracy modifiers of the shell.
: Modules behind the first slot average their modifiers, weighted by their length.
: Final modifiers are HEAD_BASE * MODULE_AVERAGE.
: AP cap renamed to heavy head, slower and has less AP but does more kinetic damage.
: Composite head is faster with higher AP and has a higher KINETIC * AP value than heavy head. Downside is its kinetic damage is lower, prone to AP overkil.
: Sabot head is even faster/higher AP than composite.
: HP increased to ~5 times the previous values.
: Fuse lengths are now capped at 100mm.
: Ammo costs of short parts are now proportionally lower.
: Pendepth fuse time after first surface slider now has 3 decimals.
: Pendepth fuse defaults are 5m depth, 0.01s time after first surface.
: APS clip explosions are now merging their HE, flak and powder damage into a single explosion, radius is FINAL_DAMAGE^0.3.
: APS clip explosion uses HE at 1/4 strength and flak/EMP at 1/2 strength.
: APS clip explosions of lower calibers are slightly weaker than higher calibers with the same amount of clips(clip volume, not count).
: APS autoloaders and clips now display how much explosive/emp/frag damage they do if destroyed
: CRAMs got tooltips showing damage and shell power/firepower(at the highest rate of fire the cannon is capable of).
: Laser combiners have a tooltip showing the estimated firepower of the multipurpose laser they are attached to. 1 laser firepower is 400 DPS at 50 AP (or 200 DPS at 100, ...).
: All craft show a firepower breakdown in their V menu, below volume stats. It only counts APS, missiles, CRAMs and lasers for now.
: Stone cost up from 2 to 3 materials for each cubic meter.
: The option to target AI mainframes and ammo was removed from the aimpoint selection card.

[2.4.9.27] Stable

What is up, and how are things going? :D

We are setting our DevTest branch to stable, as I type this.

Unfortunately, there is not a lot of new additions in this update, this has been more of a bug fixing round.
However, the few visible additions are:

Flags are now moving using wind, subconstruct velocity and are also oriented correctly which was a request on our request page REQ-34. Flags can also use the hashtag system which I will explain.

As you may know, Nick has setup a method to change the background of the main menu screen, it now comes with a default image that turns on when your mouse is not over any part of the menu and then turns off when your mousy is hovering over the menu.
We know that this is not something you all may like, and we shall be adding a toggle so that you won't have any image and just the usual dark background.

You can add your own favorite images to the default rotation by locating the imagery folder in
/Documents/From The Depths/Imagery and they need to be named as follows ‘name #background’
Yes I chose ship girls to upset a few people :p

This same method is also used for setting up flags too, you can setup a #flag for example and type that into the old URL box for flags. The # does not need to be flags it can be #AnyWordHere and would still work.


Projectors are also affected with the hashtag system too


Patch notes:


2.4.9.27[Fix]: Copy/pasting will not change the reload time anymore [BUGS-1368].
2.4.9.27[Add]: Flags are now moving using wind, vehicle and SubConstruct velocity, and they also are oriented correctly [REQ-34].
2.4.9.27[Change]: You can now browse the built in designs in campaign load menu.
2.4.9.27[Change]: Load and save UI moved over to the new formats.
2.4.9.27[Change]: Map editor and modding UIs now use the unscaled UI display with font size selection.
2.4.9.27[Change]: Destroy all vehicles now removes APS,CRAM,other projectiles and missiles.
2.4.9.27[Change]: Destroy enemy vehicles now also removes their APS, CRAM, other projectiles and missiles.
2.4.9.27[Change]: Broken mods are now less likely to cause the boot of the game to stall. Broken mods can be disabled from the main menu so they do not load on the next boot of the game",
2.4.9.27[Change]: Wireless channels are now changed using a UI to avoid accidentally swapping them and causing issues.
2.4.9.27[Change]: Fixed a bug where thrusters were being assigned to be strafe and hover when they should be pitch and yaw.
2.4.9.27[Add]: Right clicking the mirror button in build mode (when extended options are shown) will place a mirror immediately down the middle of the vehicle",
2.4.9.27[Add]: Damaged mimics now fall off the vehicle with the correct position, size and rotation.
2.4.9.27[Add]: When launching a new campaign FtD will prompt you to complete some essential tutorials first.
2.4.9.27[Add]: Added artwork to the background of some of the menus to add a bit of spice.
2.4.9.27[Add]: Putting files in From the Depths/Imagery/ with the name including #background will allow them to be used on the UI backgrounds.
2.4.9.27[Add]: Flags can use the same #hashtag system as described above.
2.4.9.27[Add]: Projectors can use the same #hashtag system as described above.
2.4.9.27[Removed]: Story missions have been removed whilst we work on fixing them up.
2.4.9.27[Removed]: Dangerous waters has now been entirely removed from FtD.
2.4.9.27[Fix]: Fixed an issue where vehicles would warp around every time the coordinate system changed if building on them in mouse based build mode at the time.
2.4.9.27[Fix]: [BUGS-1313] Fixed an issue in large battles where velocity is calculated completely incorrectly leading to odd gun aiming.
2.4.9.27[Fix]: Avatar death has been broken for a while- since the immortal in designer option was added a few weeks ago. Fixed now.
2.4.9.27[Fix]: Ring generator now saves it's drive settings.
2.4.9.27[Fix]: [BUGS-1203] [BUGS-1271] Systematically retrofitting RTGs onto a vehicle can no longer produce infinite materials.
2.4.9.27[Fix]: [BUGS-1373] Fixed a bug with ammo supplies that allowed NaN ammo and negative ammo to occur.
2.4.9.27[Fix]: Fixed an issue with terrain when changing planets and swapping between different modes.
2.4.9.27[Fix]: Fixed a multi-threading issue with chaff emitter.
2.4.9.27[Fix]: Fixes and improvements to the AI broadside calculations to help get the correct angle and achieve the correct range to target.
2.4.9.27[Fix]: Fixed a bug where thrusters were being assigned to be strafe and hover when they should be pitch and yaw.