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2.4.4 (Annotation system, multiplayer fixes and more)

2.4.4 deals mainly with multiplayer fixed, but also adds a cool new system called "annotations" (accessible from the vehicle V menu and visible when the game is paused, or in build mode)
It also makes a really nice quality of life change to the UI where holding middle mouse or holding E (both rebindable) allows the "mouse look" in all interfaces. Keyboard moving of the camera is already active in UIs so now you can really explore things whilst you have a UI open.
A number of other bugs have also been fixed, but are small and as such I did not put them into the change log.


v2.4.4 [Add] : Added 'annotation' options for vehicles (accessible from V menu). These are visible when the game is paused (F11) or you are building on the design. See DWG 'Duster' for first examples.
v2.4.4 [Add] : Holding middle mouse or pressing E allows you to 'mouse look' from inside an open user interface. Available in almost all UIs. Rebindable in the options menu.
v2.4.4 [Fix] : [BUGS-763] Bug with 'above' type adjuster for naval behaviour fixed (caused issue with broadside)
v2.4.4 [Fix] : [BUGS-753] Auto-orientation of custom jet engine extension parts fixed
v2.4.4 [Fix] : [BUGS-767] Bug with ACB setting GP-PID type triggering the pre-2.4.0 vehicle migration code for assigning hover thrusters now fixed
v2.4.4 [Fix] : [BUGS-758] Propulsion and drive breadboard modules no longer act when vehicle is being tractor beamed by friendly docking station
v2.4.4 [Fix] : Fortress manoeuvre and behaviour routines now have a default setup migration for the 'adjuster'- this will keep them at sensible altitudes
v2.4.4 [Fix] : Fortresses can now turn under AI control
v2.4.4 [Fix] : [BUGS-740] large gantries only connect when they are exactly lined up with the launch pad (odd configurations used to be possible)
v2.4.4 [Fix] : [BUGS-759] Missiles fired / reloaded during a warp jump are now the correct size
v2.4.4 [Fix] : [BUGS-709] Breadboards will sync changes correctly in multiplayer now
v2.4.4 [Fix] : [BUGS-738] Copy Paste now synchronises in multiplayer
v2.4.4 [Fix] : [BUGS-738] Reset buttons on the UI (such as those for propulsion blocks) now correctly sync in multiplayer
v2.4.4 [Fix] : [BUGS-739] 'Repair Other' repair beams now render on the client as well as the host in multiplayer
v2.4.4 [Fix] : Fixed various issues retrofitting a vehicle with stacked subconstructs
v2.4.4 [Fix] : Fixed various issues with new vehicles built in multiplayer not syncronising data
v2.4.4 [Fix] : Fixed various issues with sub vehicle spawners and syncronisation of the drone/mothership states
v2.4.4 [Fix] : Spawning a vehicle with drones no longer creates issues
v2.4.4 [Fix] : Fixed issues with PAC melee lens and made it a lot more damaging
v2.4.4 [Fix] : Drone and mothership links are maintained until the SVS block is permanently removed from the design (not just killed), or the UI is used to disconnect the drone.

2.4.2 2.4.3 series changelog.

Hello all,


The focus this last week has been to make the new AI more versatile and easier to use. There is now a module called the "adjuster" that sits between the behaviour and the manoeuvre routines and adjusts the waypoint to take acount of various things such as desired altitudes, avoiding other vehicles, pathfinding around sea or land. I'm quite pleased with the result of this. I've also expanded on the functionality of the breadboard (and made an AI version of the breadboard) that can be used to automate the switching of different behaviours. A lot of bugs have been fixed.Various usability improvements and simplifications have been made to the UI, and a few more AI behaviours (including a ramming AI) have been added.






v2.4.2 [Add] : Added altitude type selection to the altitude input module
v2.4.2 [Add] : GP PID now has a simple axis responder that controls the fake set point
v2.4.2 [Change] : The addition of an automatic manoeuvre routines has been disabled, as many mainframes are for weapon control only and don't want one.
v2.4.2 [Fix] : [BUGS-699] Projectile avoidance additional routine crash fixed
v2.4.2 [Fix] : [BUGS-712] Fire control computer and weapons go unresponsive after avatar death
v2.4.2 [Fix] : [BUGS-711] Tooltip for air rudder and air elevator added, and alerts user when parts placed upside down. Many tooltips updated.
v2.4.2 [Fix] : [BUGS-722] Fixed a crash in the equation editor
v2.4.2 [Fix] : [BUGS-721] Ensured the LUA .so files ship with the linux installers
v2.4.2 [Fix] : [BUGS-701] The 2x2 large missile hatch now mirrors correctly
v2.4.2 [Fix] : [BUGS-713] Most story mission events were pre-triggered and would not trigger again. Fixed now.
v2.4.2 [Fix] : [BUGS-700] Pressing the preset buttons in the game config tab of the options UI now triggers the reevaluation of the game's config after the options have been changed
v2.4.2 [Fix] : [BUGS-715] Fixed an issue with the display of fixed width tooltips
v2.4.2 [Fix] : Interaction with sub objects in build mode easier now
v2.4.3 [Add] : Added a universal waypoint adjustment module in between the behaviour and the manoeuvre
v2.4.3 [Add] : Added in some new AI behaviours, including a ramming one
v2.4.3 [Add] : Ramming AI has a new slider for disabling the adjuster when within a certain distance of the target
v2.4.3 [Add] : Six axis manoeuvre routine has a new 'look ahead distance' for configuring the way the vehicle points
v2.4.3 [Add] : The projectile avoidance additional routine can now target all vehicle movement axes (not just A/B/C/D/E)
v2.4.3 [Add] : Added orientation input to the breadboards- providing roll pitch and yaw of the vehicle
v2.4.3 [Add] : Added GetAIMovementMode and GetAIFiringMode functions to replace AIMode field. AIMode now returns only 'off' or 'on'
v2.4.3 [Add] : Added GetPowerFraction and GetElectricPowerFraction functions
v2.4.3 [Add] : Added PowerFraction and ElectricPowerFraction to FriendlyInfo
v2.4.3 [Add] : Construct modules can now save data packets in the same way as the blocks do by overriding the UniqueSetId field and declaring the packets in the class
v2.4.3 [Add] : Added set point adjust (number added to the set point) and a set point multiply terms to the PIDs. This will make it easier to tweak the pitch of your vehicle so that it maintains altitude.
v2.4.3 [Add] : Added some refinements to the Responding module UI
v2.4.3 [Add] : Added to UI sliders so they don't change length as you are dragging them
v2.4.3 [Add] : Added tooltips to help show that it is possible to resize and move the UI windows
v2.4.3 [Add] : Provided toggles to hide a) misc axes, b) custom axes, c) secondary/tertiary drives d) strafe hover. This helps to declutter the UI
v2.4.3 [Add] : The AI UI now shows the details of one of the routines, alongside the main window
v2.4.3 [Add] : The LAMs UI has been updated- option to copy to all LAMS and copy just the color to all LAMs has been added
v2.4.3 [Add] : You can now right click the preset button to add the preset without removing other settings
v2.4.3 [Fix] : When you issue patrol orders the rotation is now used (important for six axis manoeuvre routine)
v2.4.3 [Fix] : [BUGS-726] Sub vehicle spawner no longer resets to default when put into play
v2.4.3 [Fix] : [BUGS-80] Pulsed LAM beams now color correctly
v2.4.3 [Fix] : [BUGS-731] Issues with the removal of turrets and spinners fixed (removing the block under them caused de-sync issue)
v2.4.3 [Fix] : [BUGS-733] Missile component changes now syncronise over the network correctly
v2.4.3 [Fix] : [BUGS-734] ACBs now run on the clients right up until the point of making the change- this ensures all the UI data is correct on clients
v2.4.3 [Fix] : [BUGS-736] setting restraints relative to parent construct now shows the correct visualization of the constraint setting arrows

2.4.0.11 released

I'm really excited to be releasing the 2.4.0 series of patches to the main branch today. These patches expand on the AI framework of the game, allowing more modular AI. They also expand on the control aspect of the game, allowing more control over your vehicle systems. The way data is saved and synchronised in multiplayer has also been reworked and this should lead to a smoother multiplayer experience. There are a load of other changes as well, so have a look at the full list below.


v2.3.2 [Add] : Mimic Lead added, same stats as lead with 4 cost.
v2.3.2 [Add] : Added wedge front and back to glass, wood, and heavy armor.
v2.3.2 [Add] : Lead, Stone, and Rubber received full block variation.
v2.3.2 [Add] : Mimic Alloy added, same stats as alloy with 7 cost.
v2.3.2 [Add] : Mimic Metal added, same stats as metal with 7 cost.
v2.3.2 [Add] : New Cargo Material containers. Now you can make the perfect cargo ships! Or just have a nice large container to hold your mats.
v2.3.2 [Change] : Mimics now cost 2.
v2.3.2 [Change] : Updated Stone, lead, and rubber material.
v2.4 [Add] : Added 'Wander distance' to aerial AI so you can chose the size of the holding pattern they fly if they reach their final waypoint
v2.4 [Add] : AI naval and land AI now has the ability to hover at a specific height and control pitch
v2.4 [Add] : Some new AI modes added such as a ramming behaviour mode and a six axis stabilisation manoeuvre mode
v2.4 [Add] : You can now disable the AI PID/other control over roll, pitch, yaw, strafe, hover or propulsion
v2.4 [Add] : You can now configure how far apart the barrels of a multiple barrel APS gun (i.e. chaingun) are placed
v2.4 [Add] : Complete sets of rubber, stone and lead blocks added
v2.4 [Add] : Added in the initial prototype of the BreadBoard control unit- more to come
v2.4 [Add] : Balloon deployer now has much more fine control over the size (and lift) of the balloon.
v2.4 [Add] : Added radar/sonar equivalent of sticky flare(same as sonar/radar buoys but no GPP requirement, no detections and twice as powerful).
v2.4 [Add] : Heat decoy got a power slider, between 100-5000
v2.4 [Add] : New block: chaff emitter. Uses materials/sec, reduces radar signature by a flat value. Reduction scales with the third root of total materials used by all chaff emitters on the vehicle(better on small things).
v2.4 [Add] : New block: radar decoy. 100-5000 power, radar missiles have a chance to lock onto it based on power(see tooltip).
v2.4 [Add] : New block: sonar decoy. 100-5000 power, sonar torpedos have a chance to lock onto it based on power(see tooltip).
v2.4 [Add] : Signal strength scales with size and decoy count on the missile. See tooltips for more info.
v2.4 [Add] : You can now change the maximum number of projectiles the game supports at any time, for all four types of projectile. Options in the Misc tab of the options menu.
v2.4 [Add] : Text can now be added to holograms
v2.4 [Add] : New block: output regulator. Attaches to the multipurpose laser, if it's present cavity drain is a % of max energy, not current.
v2.4 [Add] : New missile component replacing IR camera: signal processor.
v2.4 [Add] : S/M/L signal processors reduce enemy decoy missile strength to 20/15/10% of the original.
v2.4 [Add] : Takes a full component on all missile sizes.
v2.4 [Add] : New block: 2x2 L hatch.
v2.4 [Add] : New block: single rail S launcher. 1/5 the cost of a quad rail, 1/4 weight, 1/2 health.
v2.4 [Add] : You can edit the velocity of piston movement from the piston UI now (you no longer need an ACB to change it)
v2.4 [Change] : AI cards now provide one 'routine slot' for a 'behaviour' or 'additional' routine that is configured and saved in the AI mainframe. This change is backwards compatible with all old designs.
v2.4 [Change] : AI control has been separated into three types of routine: 'behaviour', 'manoeuvre' and 'additionals'. This allows more customisation of the AI.
v2.4 [Change] : AI PIDs reworked a little bit for simplicity
v2.4 [Change] : AI now directly controls the drives, rather than sending single frame commands
v2.4 [Change] : Each functional block can now 'respond' to inputs (such as pitch up, roll left, A,B,C,etc) in various ways/magnitudes
v2.4 [Change] : GP PIDs set to 'propulsion hover' will automatically migrate all upwards facing thrusters so that they can still control them in this new update
v2.4 [Change] : It is now possible to request hover up / hover down / strafe left / strafe right as well as five extra commands (A,B,C,D,E) and custom named commands
v2.4 [Change] : Spin blocks can now be directly mapped to respond to controls in a much more sensible way
v2.4 [Change] : The Adv Controller input keys and three drives remain unchanged
v2.4 [Change] : The GP PID controller has it's settings separated into inputs and outputs and multiple outputs are now selectable.
v2.4 [Change] : There are now two sets of player editable vehicle key mappings, one for a typical plane and one for a typical boat.
v2.4 [Change] : Water drive and air drive have been simplified into 'primary drive' and a 'secondary drive' and 'tertiary' drive have been added.
v2.4 [Change] : AI mainframe cost down from 400 to 300
v2.4 [Change] : General purpose processing card cost down from 200 to 100
v2.4 [Change] : Missile controller cost down from 100 to 50
v2.4 [Change] : Missile stagger addon cost down from 100 to 50
v2.4 [Change] : Cavities now spawn full
v2.4 [Change] : New tooltips breaking down relevant info on cavity lines, couplers and multipurpose/combiner/optics/LAMS nodes
v2.4 [Change] : Flak damage down to 80% (now 120% of the pre-rework value)
v2.4 [Change] : HE/flak push force halved against missiles
v2.4 [Change] : Missile HE warheads don't damage missiles, only push them
v2.4 [Change] : Interceptor damage is now 100/200/400 for S, 500/1000/2000 for M
v2.4 [Change] : Interceptor damage is now constant within the radius
v2.4 [Change] : Interceptor radius down to 15m/30m for S/M, from 35/35
v2.4 [Change] : Old one treated all visible things as equal if they had 100% detection chance, with angle being the biggest factor to choose one(this meant decoys are exactly the same as any huge thing within 1000m).
New one uses signal strength(=detection range for constructs) as a base for everything (IR/radar/sonar).
Adjusts signal strength based on distance(50% at 1000m, 33.33% at 2000, ...)
Adjusts signal strength based on angle(50% at 15°, 33.33% at 30°, ...)
Checks whether or not the the signal strength is below a minimum threshold innate to IR/radar/sonar guidance components.
Chooses the best score from the signals above the threshold
v2.4 [Change] : Ejection angles can be changed in 1° steps
v2.4 [Change] : Harpoon cable strength increased by 50%
v2.4 [Change] : Missile magnet force down to 50%
v2.4 [Change] : Remote guidance GPP cost changed from 4/4/16 to 2/3/18
v2.4 [Change] : Shortrange/variable thruster start delay can be set in 0.1s steps
v2.4 [Change] : Stagger addons go up to 5s, has a slider with 0.025s increments
v2.4 [Change] : TPG lookahead is now capped at 5 seconds, down from 10
v2.4 [Change] : It is now easy to mod in a new AI behaviour, routine or manoeuvre.
v2.4 [Fix] : [BUGS-647] Only non empty (or growing) resource zones are approached by the resource gathering AI behaviour now
v2.4 [Fix] : [BUGS-648] Added the 'cease movement below' slider back onto the land behaviour AI routine UI
v2.4 [Fix] : [BUGS-649] APS customisation UI tidied up a bit to stop ammo cost going offscreen
v2.4 [Fix] : [BUGS-654] bulkheaddoors and hatches now allow the avatar to pass correctly
v2.4 [Fix] : The mirroring of Rubber, Stone, and Lead that resulted in metal has been fixed.
v2.4 [Fix] : [BUGS-569] dead player forces still see through fog of war- now fixed
v2.4 [Fix] : [BUGS-595] Some illegal turbo->cyclinder and turbo->exhaust connections were previously accepted, these have been fixed.
v2.4 [Fix] : [BUGS-36] working on the fix of 1m sloped faces rendering black on AMD graphics card-hopefully fixed now.
v2.4 [Fix] : [BUGS-501] Propellers and jets now scale particle count with the Particle Factor slider in the Performance tab of the options menu. Option added to disable particles from jets and propellers etc on a block by block basis.
v2.4 [Fix] : [BUGS-617] Fixed duplicate reflection on the water surface after LOD switch
v2.4 [Fix] : [BUGS-630] on Linux some steam engine part meshes did not load due to case sensitivity issues in the filenames
v2.4 [Fix] : [BUGS-655] Crosshair no longer drawn when HUD disabled (F9) when using wireless camera
v2.4 [Fix] : [BUGS-608] Now catching issues trying to load non existant missile parts- defaulting to body sections.
v2.4 [Fix] : [BUGS-659] Missile hatches no longer stop failsafed missiles from firing
v2.4 [Fix] : Missile don't spawn trails from the launch point when a delayed thruster activates
v2.4 [Fix] : [BUGS-632] vehicles spawned from blueprint spawner now calculate their drag correctly as they repair themselves
v2.4 [Fix] : [BUGS-644] Water start balloon control fixed
v2.4 [Fix] : [BUGS-646] PAC charge time reset to 1 second after load- this is now fixed.
v2.4 [Fix] : [BUGS-650] Fixed an issue with steam engine propulsion crashing vehicles/warping them into space
v2.4 [Fix] : [BUGS-663] Piston now loads in the correct visual position again
v2.4 [Fix] : [BUGS-665] PID 'type' value not being synced or saved
v2.4 [Fix] : Fixed the migration of roll and roll reverse thrusters from 2.3.1 to 2.4.0
v2.4 [Fix] : In the old version insta spin speeds were incorrectly calculated when power scale was not 1. Spinners configured like this are now faster than they used to be.
v2.4 [Fix] : Propeller emission displayed when the propeller is stopped
v2.4 [Fix] : Slowdown when removing the boiler controller in a steam-propeller setup
v2.4 [Fix] : The propeller rotate when there's no boilers and the command is in reverse
v2.4 [Fix] : [BUGS-645] Console text input bar in AI UI disabled as not used
v2.4 [Fix] : The 'Mock Wheel' now does what it was supposed to do
v2.4 [Remove] : Due to change in data format wheels will forget their settings - sorry about this.
v2.4.1 [Add] : Mobula Airbourne Cruiser added to fill out SS Godly aircraft arsenal.
v2.4.1 [Add] : Albatross joins the airfleet.
v2.4.1 [Change] : Most SS aircrafts recieved some make over. The new SS fleet is now much sleeker.
v2.4.1 [Fix] : Drag for wedge front and back adjusted.
v2.4.1 [Fix] : Serveral crafts fixed for the new ai transfer.

v2.1.3.15 Patch Notes - Mac problem fixed.

More of a hotfix but the issue of MacOS users not able to start the game has been fixed. Update your FTD and it should be solved. Sorry for the inconvience.

v2.3.1 Revision 15
v2.3.1 [Fix] : Crafts resaved with proper speeds and altitudes.
v2.3.1 [Fix] : Sea Kruzer enters the fray!
v2.3.1 [Change] Renamed Item Duplicate and Modify to ItemDup to reduce path length.

v2.3.1.13 Updated [Stable] Patch Notes

The more technical patchnotes of the stuff added since the Halloween Event.
You can also find these in your game in the main menu, you can see for yourself by category and version number. This is more of just a dump for overall viewing.

v2.2.28 [Add] : Added a slider for the one turn to control the flight path
v2.2.28 [Fix] : Code for rotating turrets and spin blocks tided up. Slow moving spinners now actually rotate correctly [BUGS-376]
v2.2.28 [Fix] : Failsafes can now optionally check for friendly vehicles
v2.2.28 [Fix] : Failsafes can switch targets when a friendly is in the way instead of holding fire
v2.2.28 [Fix] : Failsafes won't use chached values that are older that 1 second
v2.2.28 [Fix] : Fixed failsafes not working correctly for missiles
v2.2.28 [Fix] : Improved performance of existing failsafe functionality
v2.2.28 [Fix] : Switched to the new UI
v2.2.28 [Fix] : Mimic is synced over network [FTD-251]
v2.2.28 [Fix] : Fix to non PRB rendering of tiled structural components
v2.2.28 [Fix] : Fixed an issue with laser designated missiles (not) using other lasers on the vehicle
v2.2.28 [Fix] : Fixed various bugs in the new lua functions [BUGS-384]
v2.2.28 [Fix] : Missiles resetting to default now fixed
v2.2.28 [Fix] : Readded the 'Allow fire when partially charged' button to the railgun UI [BUGS-383]
v2.3 [Add] : Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine
v2.3 [Add] : Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is
v2.3 [Add] : Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through
v2.3 [Add] : Shaft bearing block: increase the max safe rotation speed of the assembly
v2.3 [Add] : Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft)
v2.3 [Add] : Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Add] : When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size)
v2.3 [Add] : You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable
v2.3 [Change] : Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons)
v2.3 [Change] : The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly
v2.3 [Fix] : Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection'
v2.3 [Fix] : Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles
v2.3 [Add] : Added high arc options to CRAM cannons as well
v2.3 [Add] : 2 parameters: start delay and fuel budget(in % of total fuel on missile)
v2.3 [Add] : New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel.
v2.3 [Add] : Only engages when the angle to the target is above 10°, has a 5° inaccuracy
v2.3 [Add] : Uses up 1 fuel tank in 5 seconds
v2.3 [Add] : Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Change] : New target type options: missile only, cannon shell only or everything
v2.3 [Change] : Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later)
v2.3 [Change] : M interceptor base damage up from 800 to 1000
v2.3 [Change] : Regulators give 100% of the base lifetime instead of 50%
v2.3 [Change] : S missiles take more damage from interceptors(80-100 from a small one)
v2.3 [Change] : Turnrate now isn't reduced below 100 m/s
v2.3 [Change] : 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo
v2.3 [Change] : Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0.
v2.3 [Change] : Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded.
v2.3 [Change] : Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0.
v2.3 [Change] : Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added)
v2.3 [Change] : The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point)
v2.3 [Change] : The friction coefficient applied to the main assembly is now only based on the number of reduction gears
v2.3 [Change] : The medium propeller of the small gearbox has been removed
v2.3 [Change] : The propeller shaft blocks are now a lot more durable and should resist against most explosions
v2.3 [Change] : The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear
v2.3 [Change] : The propeller shaft texutre is now different from the engine shaft texture to help differentiate them
v2.3 [Change] : The propellers are less heavy
v2.3 [Change] : The propellers now consume some (very few) of the energy generated by the steam engine
v2.3 [Change] : The tooltip indicating the state of the steam engine now display more information and is a lot more readable
v2.3 [Change] : There is now a mirrored version of the large reduction gear
v2.3 [Change] : Transition to the shaft added to the propeller models
v2.3 [Change] : All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] : Fragments are now evenly distributed (on average) instead of concentrated at certain directions
v2.3 [Fix] : Fixed bug in interceptors that causes it to destroy all enemy missiles
v2.3 [Fix] : Fixed turrets with missiles using the wrong information for aiming
v2.3 [Fix] : Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming
v2.3 [Fix] : Torpedoes no longer consider gravity for aiming
v2.3 [Fix] : Torpedoes now use the correct speed when aiming
v2.3 [Fix] : The 1m propeller is now working as intended
v2.3 [Fix] : The small sealed propeller shaft now works as intended
v2.3 [Add] : Updated the UI to the new format
v2.3 [Add] : Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do
v2.3 [Fix] : The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere
v2.3 [Change] : All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] : Casket bolt updated with mimics and updated haproons.
v2.3 [Change] : Davy Jones Outpost beaming redone.
v2.3 [Change] : Hoplite given a tuneup.
v2.3 [Change] : Nessie spotted once again but with some minor changes.
v2.3 [Change] : Sea Adder now paddle powered.
v2.3 [Change] : Shrike given more booms.
v2.3 [Change] : Scuttlegun replaced with fully paddle powered varient.
v2.3 [Change] : Shuriken given a shiny new gun.
v2.3 [Change] : Water Buffalo now fully paddle operated.
v2.3 [Change] : Conveictor given some touch up and mimics.
v2.3 [Change] : Dragonfly touched up.(edited)
v2.3 [Change] : Latobius given mimics and tune up.
v2.3 [Change] : Noir had mimic touch up.
v2.3 [Change] : Osprey touched up.
v2.3 [Change] : Songbird touched up.
v2.3 [Change] : Valkyria given functional harpoons again.
v2.3 [Change] : Cerberus had some missile changes.
v2.3 [Change] : Lamprey new railings and has been buffed.
v2.3 [Change] : Hunter given functional harpoons and extra tune up.
v2.3 [Change] : Razormaul touched up the missiles and has been given a shave.
v2.3 [Change] : Cutlass updated to new missiles.
v2.3 [Change] : Gnat updated.
v2.3 [Change] : Raft updated.
v2.3 [Change] : Rapier adjusted missiles.
v2.3 [Change] : Sentinel updated.
v2.3 [Change] : Starting rib changed missile gantries.
v2.3 [Change] : Wanderlusts updated.
v2.3 [Change] : Defiance Updated.
v2.3 [Change] : Iron Maiden replaced with a more up to date look.
v2.3 [Change] : Falcon has been completely overhauled.
v2.3 [Change] : Gannet replaced with a new body.
v2.3 [Change] : Banshee updated.
v2.3 [Change] : Lynx has a new shiny replacement.
v2.3 [Change] : Retribution has been completely overhauled.
v2.3 [Change] : Dragonclaw missiles swapped out.(edited)
v2.3.1 [Add] : The night is dark and full of terrors. Darkness encrouches upon FTD.
v2.3.1 [Change] : Grav. compensators now increase effective time by 100% of base
v2.3.1 [Change] : Increased cram projectile lifetime from 20s to 40s
v2.3.1 [Change] : Airship Gantry Atlas given a tuneup.
v2.3.1 [Change] : Atlas given a tuneup.
v2.3.1 [Change] : Costal Defense given a tuneup.
v2.3.1 [Change] : Monkey Barrel given a cleanup.
v2.3.1 [Change] : Sea Viper now much more aggressive.
v2.3.1 [Change] : Atlas retrofit given a tuneup.
v2.3.1 [Change] : Duster now has a secret weapon.
v2.3.1 [Change] : Iron Maiden drop a new album....I mean new Lore!
v2.3.1 [Change] : Retribution replacement finally overcome its stage fright.
v2.3.1 [Change] : Credits updated
v2.3.1 [Fix] : Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372]
v2.3.1 [Fix] : Autocannon now works (after repair) if killed whilst firing [BUGS-392]
v2.3.1 [Fix] : Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space
v2.3.1 [Fix] : Mouse 3 and 4 can now be mapped to most things
v2.3.1 [Fix] : Missiles no longer explode underneath the target's armour [BUGS-418]
v2.3.1 [Fix] : Propellers in reverse now consume power instead of creating some [BUGS-417]
v2.3.1 [Add] : The Forces of Winter in the North begin to show signs of movement! Rambots its time to take up arms and fulfil our Oath and fend off this Invasion!
v2.3.1 [Change] : DWG missiles updated for the entire faction to new specification for the new missiles.
v2.3.1 [Remove] : Attack on Rambot sucessfully defended, the forces of night retreat... for now.
v2.3.1 [Add] : Alloy and Metal armoured hatches added to decoration. Just like the bulkhead doors, they should add style without too much structural sacrifice.
v2.3.1 [Add] : Alloy and Metal bulkhead doors added to decoration. They should add style and not hinder your craft now.
v2.3.1 [Add] : Alloy Wedge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration.
v2.3.1 [Add] : Big and small chains added to decoration. You can now have proper chains for your ship anchors or... other things ( ͡° ͜ʖ ͡°).
v2.3.1 [Add] : Coal has been added to the game in the form of new styled resource containers. 8 cost for Coal Pile, 24 cost for Coal Pile Large.
v2.3.1 [Add] : Metal Wdge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration.
v2.3.1 [Add] : Reinforced Wood added in 1m, 2m, 3m, 4m variants. You can find them in them in the Blocks tab. Have nice reinforced Ship decks now.
v2.3.1 [Add] : Two new stairs for the more basic steel look in Regular and Stacked.
v2.3.1 [Change] : Mimics increased by 0.5 Material Cost. Ask Rhea Tongue
v2.3.1 [Change] : Portholes fixed of purple issue.

Forum Post Link to the patchnotes.
https://forum.fromthedepthsgame.com/showthread.php?tid=38506