From The Depths Trailer
Hey all :)
We would love to show you all our new trailer :D
https://www.youtube.com/watch?v=QhTNESwAzs4
We would love to show you all our new trailer :D
https://www.youtube.com/watch?v=QhTNESwAzs4




v2.4.8 [Add] : Fortresses can now be controlled using ACBs
v2.4.8 [Add] : Missile hatches can now be forced open using ACBs
v2.4.8 [Add] : A cinematic camera option has been added. Press SHIFT + CAPSLOCK by default to access this. It follows the shell / missile or vehicle you are looking at. Mouse wheel or [ ] brackets zoom in and out in this view. It only works when not in first person view, at the moment.
v2.4.8 [Add] : Added the 'output' function to the maths evaluator that gets last frames output. If you can't wait for proper memeory components, you use this to make your own in the meantime.
v2.4.8 [Add] : The ability to mirror the placement of a prefab has been added. When a mirror is active only the mirrored prefab will be created. Remove the mirror to create the unmirrored version.
v2.4.8 [Add] : Color customization for holograms and texts
v2.4.8 [Add] : It is now possible to hide the hologram projector block
v2.4.8 [Add] : Armored focusing and steering optics added: 600 HP, 20 armor, 100 materials and 80 weight
v2.4.8 [Add] : New targeting option for aimpoint selection card: prefer blocks above water
v2.4.8 [Add] : Output regulator slider: burst size, if energy of a shot gets below the minimum it won't shoot again until total cavity energy reaches this %
v2.4.8 [Add] : Output regulator slider: minimum shot energy, laser won't fire until the energy given to the next shot reaches this value
v2.4.8 [Add] : Output regulator slider: reduces base energy discharge rate of cavities, between 0.1%-20%/second (mostly useful for big pulsed LAMS systems)
v2.4.8 [Add] : The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.8 [Add] : Add differential yaw: sets 50% turn left-right preset on all forward/backwards propulsion blocks left-right of the CoM
v2.4.8 [Add] : Automatic propulsion setup: newly placed thrusters/control surfaces use all possible presets based on their position/orientation(from pusher, turner, pitcher, roller)
v2.4.8 [Add] : Bombing run airplane AI
v2.4.8 [Add] : Bombing run hovercraft AI
v2.4.8 [Add] : Circling airplane AI
v2.4.8 [Add] : Circling hovercraft AI
v2.4.8 [Add] : Frontal hovercraft AI
v2.4.8 [Add] : New air block: Universal flight surface. Control surface that gets automatically configured. Old ones do not use the auto configuration
v2.4.8 [Add] : New behavior: bombing run. Lines up attack runs and pitches to the target on the last leg
v2.4.8 [Add] : New behavior: circle at distance. Circles the enemy, can rolls to match its elevation, can use up-down evasion, set specific sides and max approach angle
v2.4.8 [Add] : New configuration buttons on AI mainframe basic tab: Basic configuration, Add differential yaw, Remove hover control, Remove strafe control
v2.4.8 [Add] : New manoeuvre: airplane movement. Can use pitch to control altitude and roll into turns. Reduces thrust and circles the waypoint when idle.
v2.4.8 [Add] : New manoeuvre: hover movement. Uses up-down thrusters to control altitude. Parks at waypoints out of combat
v2.4.8 [Add] : New simple AI cards that automatically configure a behavior and manoeuvre
v2.4.8 [Add] : Point at and maintain distance behavior extended: left-right evasion, altitude absolute or relative to target, pitch limit
v2.4.8 [Change] : We've added in a live feed of information / annoucements and bug alerts into the main menu
v2.4.8 [Change] : Switched to new UI
v2.4.8 [Change] : APS flak damage up from 30% of HE to 40%, missile interceptor damage up by 60%
v2.4.8 [Change] : APS, CRAM and missile health increased by 50% across the board to follow energy and 0Q/output regulator limiting buff
v2.4.8 [Change] : Kinetic projectiles do double damage to missiles
v2.4.8 [Change] : 0Q laser damage/energy up from 0.5 to 0.75 (pulsed is 1)
v2.4.8 [Change] : 0Q laser now has 150% AP, compared to pulsed(down from 200%)
v2.4.8 [Change] : Armor for focusing/steering optics increased from 8 to 10
v2.4.8 [Change] : Focusing optics have better damage falloff reduction (10 of them do ~85% damage at 1000m, up from ~78%)
v2.4.8 [Change] : Laser cavity sizes up from 100/400/4000 to 150/600/6000
v2.4.8 [Change] : Laser pump base energy/second up from 20 to 30, power cost from 40 to 60
v2.4.8 [Change] : Simple laser damage/second down from 1600 to 1000, AP down from 10 to 8
v2.4.8 [Change] : AP modifier examples: 1 smoke 30%, 3 smokes 20.8%, STR 1 shield 53.6%, STR 10 shield 24.89%,
v2.4.8 [Change] : Frequency doubler cost up from 200 to 250
v2.4.8 [Change] : Laser shield is now the equivalent of a smoke with SHIELD_STRENGTH * 175 strength. Still only the strongest shield counts
v2.4.8 [Change] : Multiple smoke layers use the sum of their strengths to determine their AP reduction
v2.4.8 [Change] : Pulsed shots use all doublers with the same Q switch count as the beam. If multiple Q switch configs fire in the same frame their pump and doubler counts are summed to determine AP.
v2.4.8 [Change] : Smoke clouds have a strength value: 1000 for dispenser, 100/600 for 200mm/500mm APS warhead
v2.4.8 [Change] : Smoke now reduces laser AP, instead of damage
v2.4.8 [Change] : Smoke reduces laser AP to: 300 / (SMOKE_STRENGTH^1/3) % of the original (in other words reduction is proportional to density)
v2.4.8 [Change] : Smokes with a combined strength over 400 block laser missiles guidance and visual/laser detection equipment
v2.4.8 [Change] : Wavefront coder removed
v2.4.8 [Change] : Flare and sonar/radar target simulator signal strength up to 250%
v2.4.8 [Change] : Radar/IR/torpedo guidance now tries to recognize missile decoys, randomly reducing their signal strength to 10-100% (rolled when fired)
v2.4.8 [Change] : Remote guidance error added by signal jammer down to 75%
v2.4.8 [Change] : Signal processor component improves the decoy recognition of guidance, reducing remaining decoy signal strength to 25/20/15% (S/M/L)
v2.4.8 [Change] : Single pixel IR seeker reduces decoy missile signal strength to 15-30%, instead of 10-100
v2.4.8 [Change] : All damage cut to 75%
v2.4.8 [Change] : Fuel tanks hold 25% more fuel
v2.4.8 [Change] : Short range thruster now has the same efficiency as variable, 1 thrust for 1 fuel
v2.4.8 [Change] : Single pixel IR seeker angle down from 35° to 30°, still can't use signal processor and has half the signal strength threshold
v2.4.8 [Change] : Target priority modifier at an angle now scales with the the maximum angle of the guidance component.
v2.4.8 [Change] : Turning rate increased by 50% across the board
v2.4.8 [Fix] : Arrows added to the complex control action [BUGS-857]
v2.4.8 [Fix] : It is now possible to set the warp drives resting charge using an ACB [BUGS-1124]
v2.4.8 [Fix] : Propulsion powerscale can now be negative [BUGS-867]
v2.4.8 [Fix] : Setting AI behaviours now works fine [BUGS-1131]
v2.4.8 [Fix] : Opening or closing a door will now update the airpumps correctly [BUGS-799]
v2.4.8 [Fix] : APS barrels now extends correctly after having fired [BUGS-1141]
v2.4.8 [Fix] : APS recoil absorbers tooltip connection fixed [BUGS-1156]
v2.4.8 [Fix] : The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.8 [Fix] : Pipes must now be correctly oriented to connect to a boiler [BUGS-883]
v2.4.8 [Fix] : Fixed not being able to add more outputs to a component if it has many inputs
v2.4.8 [Fix] : Fixed the 'and', 'or' and '!' operators not working correctly
v2.4.8 [Fix] : The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.8 [Fix] : Main chair feature now working [BUGS-1096]
v2.4.8 [Fix] : The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.8 [Fix] : The default value for the air bleeding power is now fixed to '0.35', the '/Users//From The Depths/Player Profiles//profile/profile.ExplosionBalancing' file will be overwritten in order to reflect the correct default values (the automatic overwriting will be removed after a few weeks) [BUGS-1140]
v2.4.8 [Fix] : No more problem when setting the 'lock to image ratio' toggle with no image
v2.4.8 [Fix] : The holograms and texts will not disappear anymore when behind glass blocks [BUGS-95]
v2.4.8 [Fix] : Lasers are now aiming better at very long distances [BUGS-1131]
v2.4.8 [Fix] : Fixed NullReferenceException when trying to get the fleet info while a ship in the fleet was being scrapped
v2.4.8 [Fix] : [BUGS-1135] fleet and force commands can now be ordered to locations shared by map area names and scrap symbols (again).
v2.4.8 [Fix] : Required accuracy can now be enabled/disabled for missile controllers on the hull, the default status is disabled (when not on the hull, then it will always been activated) [BUGS-788]
v2.4.8 [Fix] : Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.8 [Fix] : Color will now be applied correctly to pistons when placed or loaded [BUGS-1176]
v2.4.8 [Fix] : Projectiles now correctly hit (or not hit) moving vehicles. Ricochets against moving vehicles now also take the velocity of the vehicles into account.
v2.4.8 [Fix] : Fixed a bug that caused propulsion requests to not be executed [BUGS-1001] [BUGS-995]
v2.4.8 [Fix] : Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.8 [Fix] : Fixed shells missing approximately one block out of 10
v2.4.8 [Fix] : Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.8 [Fix] : The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] : The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] : Debug explosion skill fixed (be careful, large explosions can hurt very badly)
v2.4.8 [Fix] : The STL exporter is now fixed. It exports 3D models of your vehicles which can be loaded into other modelling applications or 3D printed. It's accessible in the Construct Info UI (press V on a vehicle)
v2.4.8 [Fix] : The text block allowed 512 characters but actually could only save 255. Two more 255 text slots have been added to the block to fix this issue.
v2.4.8 [Fix] : Various laser tooltips updated
v2.4.8 [Fix] : It's no longer possible to accidentally interact with the main menu before the screen has fully faded in
v2.4.8 [Fix] : The ACB Controller UI now works fine when modifying the name of a button which is not the first one [BUGS-1111]
v2.4.8 [Fix] : The red channel of the color with shininess pickup is now working well with the mouse-wheel [BUGS-601]
v2.4.8 [Fix] : The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] : The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] : No more problem when using an ACB to control it
v2.4.8 [Fix] : The camera view shouldn't make the whole game to flicker [BUGS-1084]
v2.4.8 [Fix] : The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
v2.4.8 [Fix] : The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]









v2.4.7 [Add] : A configurable ACB controller block has been added, it can control up to 12 ACBs using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] : Fortresses can now be controlled using ACBs
v2.4.7 [Add] : It is now possible to set a mainframe AI behaviour using an ACB
v2.4.7 [Add] : Missile hatches can now be forced open using ACBs
v2.4.7 [Add] : Option to make the avatar immortal in singleplayer designer. Option is in the 'Misc' part of the menu
v2.4.7 [Add] : Rubber wedges (front and back 1m,2m,3m,4m) are now hand UV mapped rather than be procedurally tri-planar mapped like the rest of the rubber
v2.4.7 [Add] : Added a function to the maths evaluator to get the angle between two vectors
v2.4.7 [Add] : Multiple expressions separated by commas in the maths evaluator can be used to set different outputs of the component to different values
v2.4.7 [Add] : Missile proximity fuse component now has a 'minimum altitude slider'
v2.4.7 [Add] : Missiles with a harpoon that are attached to a winch can now pull and be pulled by the vehicle they are attached to. Enabled in the winch UI
v2.4.7 [Add] : The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.7 [Add] : Ability to set tutorial vehicles so that their blocks cannot be accidentally removed by the player. Now used in the first tutorial.
v2.4.7 [Add] : Added ability to highlight all sorts of buttons in the tutorials. Used in first tutorial.
v2.4.7 [Add] : Buttons (resource view, detection view, objectives, diplomacy) are displayed as required on the Fleet Control, strategic map view and tactical map view.
v2.4.7 [Add] : [EXPERIMENTAL] Camera feed is now available
v2.4.7 [Add] : A pre-configured video controller block has been added, it can fully control a VideoBlock using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] : Local videos can now be played
v2.4.7 [Add] : Several channels are now available
v2.4.7 [Change] : Choosing the types of AI PIDs you want to use is now done with toggles in the AI menu instead of setting them in the AI PIDs themselves.
v2.4.7 [Change] : EMP and Flak warhead bodies now have the same kinetic, AP and speed modifiers as HE and Frag warhead bodies
v2.4.7 [Change] : HE, Frag, EMP and Flak heads now have 2 AP instead of 0.1
v2.4.7 [Change] : Aiming cross hair no longer shows up if no weapon slot selected or weapon control disabled
v2.4.7 [Change] : The breadboard now uses a new maths evaluator that can use data types other than normal numbers. All available functions can be viewed in the breadboard
v2.4.7 [Change] : The supply route UI has been massively improved with a lot of new functionality for easily creating routes.
v2.4.7 [Change] : The 'Set to image ratio' button has been replaced by a toggle to lock the ratio of the projection to the ratio of the image
v2.4.7 [Change] : APS flak damage increased by 25%
v2.4.7 [Change] : CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
v2.4.7 [Change] : Missile body component health doubled
v2.4.7 [Change] : Missile interceptor damage increased by 25%
v2.4.7 [Change] : Focusing and steering optic cost up from 20 to 50
v2.4.7 [Change] : Frequency doubler cost up from 50 to 200
v2.4.7 [Change] : Laser cavity costs down from 40 to 20 materials/cubic meter
v2.4.7 [Change] : Laser pump costs up from 20 to 30 materials/cubic meter
v2.4.7 [Change] : 1 laser energy is 1 damage for pulsed, 0.5 for continuous
v2.4.7 [Change] : 1m/3m laser pump power use decreased from 100/300 to 40/120
v2.4.7 [Change] : 1m/3m pump energy/second decreased from 100/300 to 20/60
v2.4.7 [Change] : Cavity energy storage down from 200/800/8000 to 100/400/4000
v2.4.7 [Change] : LAMS node damage penalty removed
v2.4.7 [Change] : All lasers have a fixed inaccuracy of 0.05°
v2.4.7 [Change] : Focusing optics reduce damage loss over long distances. Damage loss for every 10m in air: 3% / (2 + FOCUS_COUNT). In water 20x that.
v2.4.7 [Change] : Max size of optic meshes reduced to 60%, now the entire line is the same size(steering optics now do not form cones)
v2.4.7 [Change] : Maximum firing angle is smaller for linger optic lines
v2.4.7 [Change] : Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
v2.4.7 [Change] : Continuous lasers still do half the raw damage of pulsed, but they have double the AP
v2.4.7 [Change] : Laser shields do not directly absorb damage, they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
v2.4.7 [Change] : Laser shields now do not use energy, only power
v2.4.7 [Change] : A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
v2.4.7 [Change] : Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
v2.4.7 [Change] : Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
v2.4.7 [Change] : Smoke dispensers have 65% density/layer
v2.4.7 [Change] : Effective smoke density is reduced to 75% against wavefront lasers(so 30% instead of 40, for example)
v2.4.7 [Change] : Wavefront adjuster slider removed, now it reduces base damage to 50%
v2.4.7 [Change] : Wavefront lasers retain 4x the AP after hitting shields compared to a normal one(100% AP against strength 1, 20% AP against strength 10)
v2.4.7 [Change] : Improved the distinction between out of play forces, selected forces, flagships and dead blueprints in the the tactical map icons
v2.4.7 [Change] : The garbage generated in memory has been divided by approximately 2 while in battle (so, the game should stutter 2 times less often)
v2.4.7 [Change] : Starting up the game is now largely multi-threaded and should take up to 20s less
v2.4.7 [Change] : Added gifs to behaviour, manoeuvre and additional tabs of AI UI to explain what they do
v2.4.7 [Change] : Changed the behaviour, manoeuvre and additional tabs of the AI UI to be less cluttered
v2.4.7 [Change] : Many new UI icons
v2.4.7 [Change] : Removed the UI of the AI PID block. Selecting what kind of PIDs you want is now done in the AI UI, which is also opened when interacting with an AI PID
v2.4.7 [Change] : Some new icons for the 'brushes' in the map editor
v2.4.7 [Change] : The 'favourites' build bar now has some slightly different graphics, and is easier to use
v2.4.7 [Change] : The give to/take from fleets UI has been updated
v2.4.7 [Change] : The 'Tree View' for loading blueprints has been changed to make it display at any size
v2.4.7 [Fix] : The 'Target' panel is now updated correctly when using the 'Paste' button of the UI instead of using 'Ctrl+V' [BUGS-996]
v2.4.7 [Fix] : The health of the applique blocks can now drop under 50%, and they won't explode anymore [BUGS-1069]
v2.4.7 [Fix] : [BUGS-1043] Adv Ammo controller once again shows its ID in the tooltip
v2.4.7 [Fix] : Fixed the jump animation of rambot not stopping after leaving a chair
v2.4.7 [Fix] : Reinforced wood and stairs no longer render black
v2.4.7 [Fix] : The moving parts of the blocks now shrink along with the blocks [BUGS-854]
v2.4.7 [Fix] : The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.7 [Fix] : Wooden wedges 1m, 2m, 3m and 4m now have the correct UV map for their texture.
v2.4.7 [Fix] : [Bug]-1056 Misile Testing Range updated into working order.
v2.4.7 [Fix] : [Bug]-1065 Typo fixed.
v2.4.7 [Fix] : The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.7 [Fix] : Battle is cancelled if all forces are scrapped during setup phase
v2.4.7 [Fix] : Enemy force boxes that are invisible on the map are now also invisible in HUD and fleet control UI
v2.4.7 [Fix] : Fixed withdrawn forces in a battle still showing up as force boxes
v2.4.7 [Fix] : Improved the fleet movements and ordering- they more closely follow orders when out of play now
v2.4.7 [Fix] : Magic wand in battle setup now has a tooltip explaining it
v2.4.7 [Fix] : Time now returns to 100% when fleet blockade messages are accepted
v2.4.7 [Fix] : You can now give multiple forces who are in patrol mode patrol orders even if they are split over several fleets
v2.4.7 [Fix] : The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.7 [Fix] : Custom jet engines now display the correct max fuel usage
v2.4.7 [Fix] : Fixed bug that prevented missiles from turning the direction they wanted to turn [BUGS-1024]
v2.4.7 [Fix] : Re-added the 'Apply to all' button to the new missile winch UI [BUGS-1035]
v2.4.7 [Fix] : [BUGS-937] meshes provided by mods with no normals will now have normals recalculated. This avoids issues where the block is rendered black.
v2.4.7 [Fix] : Fixed the bug where changing the mesh, material etc in a copied mod item also changes it in the pasted mod item [BUGS-1077]
v2.4.7 [Fix] : Fixed a number of projectile related bugs in multiplayer
v2.4.7 [Fix] : Fixed a serious bug causing clients to often spawn in with just a camera and no avatar
v2.4.7 [Fix] : Got 'attack on eyrie' mission and 'tower defence' missions loading again
v2.4.7 [Fix] : Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.7 [Fix] : Planets can now safely change the terrain resolution or terrain section size and planet swapping will work fine.
v2.4.7 [Fix] : Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.7 [Fix] : [BUGS - 1005] Issue with map pathfinding fixed- it could hang the campaign
v2.4.7 [Fix] : [BUGS-1004] Fixed a crash caused by warp engines warping from a background thread
v2.4.7 [Fix] : [BUGS-1007] Fixed the rotations of the railgun magnets- which all pointed downwards due to a bug in the last patch.
v2.4.7 [Fix] : [BUGS-1027] Multithreading issues to Helicopter Blade and Helicopter Blade Always Up components now fixed. Large numbers of these components spawned at once would create odd physics before the fix.
v2.4.7 [Fix] : [BUGS-955] All projectiles now advance one iteration immediately after firing to avoid destruction of own barrel (issue caused by multi-threading)
v2.4.7 [Fix] : [BUGS-962] flickering of the vehicle when spawning with 'block-by-block' toggled has been fixed
v2.4.7 [Fix] : [BUGS-965] Turn wheel adv controller options incorrectly configured and caused crash in ConstructInfoUi (V)
v2.4.7 [Fix] : [BUGS-966] fixed an issue in map pathfinding that causes campaigns to hang
v2.4.7 [Fix] : [BUGS-969] Low LOD mode issues with missile ejection fixed
v2.4.7 [Fix] : [BUGS-981] Missile laser once again properly excludes 'hits' off it's own vehicle
v2.4.7 [Fix] : Fixed bugs causing connected blocks to fall off and disconnected blocks to not fall off [BUGS-1078]
v2.4.7 [Fix] : Fixed fortress jitter, 'next song' button fixed, map editor UI scaling fixed, fleet/force button panel buttons now the correct size.
v2.4.7 [Fix] : Fixed shells missing approximately one block out of 10
v2.4.7 [Fix] : Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.7 [Fix] : The sound block now works in Multi-Player (it's also now possible to stop the sound with UI) [BUGS-1045]
v2.4.7 [Fix] : Hold Q options disabled in tutorials
v2.4.7 [Fix] : Tutorial display now remains visible while using certain other UIs
v2.4.7 [Fix] : Fixed terrain view distance being too low in fleet control UI
v2.4.7 [Fix] : Fleet and force rename popups now respond to escape and enter keys
v2.4.7 [Fix] : The 'favourites' build bar no longer spawns your vehicles directly under the crosshair if there is already a vehicle there- this avoids 'telefragging'.
v2.4.7 [Fix] : The headers of the UI panels now perfectly respond to mouse over events
v2.4.7 [Fix] : The 'info' panel on the right hand side (that displays warnings, etc) is now correctly positioned for most use cases in HUD, Fleet Control UI and Map UI.
v2.4.7 [Fix] : The 'map teleport' button now correctly cancels if you right click or re-click the button.
v2.4.7 [Fix] : Now works in multiplayer
v2.4.7 [Fix] : The camera view shouldn't make the whole game to flicker [BUGS-1084]