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From The Depths News

2.2.4 released! Updates to oceans/UI/shaders/post processing/game engine and lots more.

Very excited to finally release 2.2.4 with new features and small mountain of fixes, New features include ocean simulation, new UI work, physically based rendering (PBR) shaders for all blocks and ACB improvements as well as various other graphics improvements and smaller changes.

Here are the patch notes -

v2.2 [Add] : ACBs can now have a custom 'min interval between activations'
v2.2 [Add] : ACBs delayed action can now be queued (before it wasn't possible, so when an action was delayed the ACB couldn't issue another action)
v2.2 [Add] : ACBs now have a custom priority (highest priorities have more control)
v2.2 [Add] : All ACB-controlled block types can now have a custom name (use the 'Block naming' skill, or Shift+N when building or not)
v2.2 [Add] : An ACB 'AND' logic gate is simulated when several ACBs are touching each other, the ones with only a condition or only an action are 'attached' to the ones with an action and a condition
v2.2 [Add] : Major ACB modifications, the inputs and blocks are now in collapsable categories; the states of the condition and action are now displayed
v2.2 [Add] : Most ACB conditions can be inverted (as with a 'NOT' logic gate)
v2.2 [Add] : Most ACB conditions now have a min and max inputs
v2.2 [Add] : The ACB can now use a string pattern to select blocks according to their names
v2.2 [Add] : The ACB has been completely overhauled
v2.2 [Add] : The ACB now have a 'design' GUI, which displays the location of the blocks controlled by the ACB
v2.2 [Add] : Various new ACB conditions and actions
v2.2 [Add] : GP PID now has an option for height above land and waves (rather than land and mean sea level)
v2.2 [Add] : Spot light added (model for it to come)
v2.2 [Add] : Telekenesis skill now scales with vehicle size
v2.2 [Add] : There's a new block data copy/paste skill which does the same as 'Ctrl+C' and 'Ctrl+V' in build mode
v2.2 [Add] : There's a new debug skill to see the AC and health of a block (the real AC, with all the stacking if any)
v2.2 [Add] : There's a new EMP debug skill (working as the explosion or impact debug skills)
v2.2 [Add] : Added a reflection probe to the camera to facilitate reflections
v2.2 [Add] : Added an ambient occlusion effect which is toggleable from the options menu
v2.2 [Add] : Added an image blooming effect which is toggleable and customisable from the options menu
v2.2 [Add] : Added PBR shaders for all vehicle materials to produce Physically Based Rendering
v2.2 [Add] : Added the ability to scale sun light and ambient light from the options menu
v2.2 [Add] : Implemented deferred rendering
v2.2 [Add] : Variable thrust propellers added
v2.2 [Add] : Ability to add changes to the patch notes change log by using static constructors in block classes
v2.2 [Add] : ExampleMod mod has been added to FTD which contains a boilerplate mod that adds a new block to the game as well as some code. Visual Studio project included. You'll find this mod in your FTD installation game files alongside all other 'core' mods.
v2.2 [Add] : Modders can now indicate that a SubObject is 'decorative only', it will automatically display it along with the ablock it is attached to
v2.2 [Add] : The dictionary 'CustomVariables' has been added to 'AllConstruct', 'Block' and 'INode', so mods can have and share their own variables attached to vehicles, blocks and nodes
v2.2 [Add] : Added the option to enable / disable the shadow casting of vehicle lights
v2.2 [Add] : Added support for a new and improved UI framework
v2.2 [Add] : Created a new change logging system
v2.2 [Add] : Main menu vehicle demo camera now follows vehicles more smoothly
v2.2 [Add] : Moved the Naval Movement Card UI over to the new framework
v2.2 [Add] : Moved the options menu to the new UI framework
v2.2 [Change] : The patrol routes have been simplified and the code made more generic and robust
v2.2 [Change] : -APS firing pieces now have the equivalent of 10 gauge coolers base(balance for smaller systems vs large)
v2.2 [Change] : There's now one decimal place for the RoF of the APS firing piece
v2.2 [Change] : Blocks now have a unique Id over the whole vehicle (not only its current SubConstruct)
v2.2 [Change] : Distortion sphere for ERA fixed and new shader
v2.2 [Change] : It is now possible to customize the color of the particle cannon effect
v2.2 [Change] : It is now possible to customize the color of the smoke for the smoke generators
v2.2 [Change] : LWCs now have a custom priority (highest priorities have more control)
v2.2 [Change] : Simple lasers can now have their color modified in their GUI
v2.2 [Change] : Smoke generators can now be stopped
v2.2 [Change] : Buoyancy for larger vehicles now takes into account waves and uses a sparse sampling system to maintain performance
v2.2 [Change] : Water level heights for large vehicles are sampled sparsely to ensure full coverage but at a lower resolution
v2.2 [Change] : A mod .dll can contain multiple 'plugin' classes. These now extend interface GamePlugin not FtdPlugin.
v2.2 [Change] : Making your own custom 'object pools' is now possible using Pooler.GetPool. All pools now accessed via this mechanism.
v2.2 [Change] : Player profile files now moddable. Use ProfileManager.Instance.GetModule() to get and set content of the profile. Loading and saving of this content is automatic.
v2.2 [Change] : Plugin.json file property name 'FTD_version' changed to 'gameversion' for compatibility with future games. Update this to read "2.2.0" for compatibility with this release
v2.2 [Change] : StaticPools.AdvSoundManager replaced with BrilliantSkies.Core.Pooling.Pooler.GetPool. Pooler.GetPool when using 'Using statements'.
v2.2 [Change] : When there are an error and a warning for a mod, the error is now displayed in priority
v2.2 [Change] : Acessing blueprints via the designer loading window is now faster
v2.2 [Change] : Loading a blueprint is now faster
v2.2 [Change] : -Change to explosive force acting on vehicles, includes a small amount of rotational torque and less random flying into space marauders
v2.2 [Change] : Shields distort and reflect calculation changed to be more forgiving of angle of incidence and velocity(this is a stop gap until shield reforms)
v2.2 [Change] : Each engine is now slightly pitched differently (not noticeable until you have a whole lot), will reduce crazy noise levels with a lot of them
v2.2 [Change] : Now compliant with Steamworks 1.41 rather than 1.32. Steamworks dot Net version 11 rather than 9.0 is being used. This doesn't add any new functionality- just keeping up to date.
v2.2 [Change] : Turning wheel does everything a drive wheel does plus turning (they used to only turn)
v2.2 [Change] : Wheels now use a purpose built wheel physics package and should behave much better than previously. You are no longer limited to a maximum of 20 wheels
v2.2 [Fix] : Better management of the LWC firing, the APS guns shouldn't 'eat themselves' anymore when the vehicle is going fast
v2.2 [Fix] : Holoprojector wrong URL when loading a blueprint from v2.15
v2.2 [Fix] : Negative idle azimuth of the 2-axis-turret now works fine
v2.2 [Fix] : Shield external drive now displayed in its GUI (and the plots are updated accordingly)
v2.2 [Fix] : SpinBlock badly displayed when upside down
v2.2 [Fix] : The small and large cannons can now be fired with the ACB
v2.2 [Fix] : When a drill is turned off it slows down now. Before it just kept going.
v2.2 [Fix] : When loading a SubConstruct which has a SubConstruct on it and this child SubConstruct has ammo intakes, the ammo intakes configuration is now loaded correctly
v2.2 [Fix] : Guns will now fire correctly when they have a delay if fired using an ACB
v2.2 [Fix] : It is now possible to follow a shell fired manually (using Caps-Lock) even if the weapon has a delay
v2.2 [Remove] : BoomBlock removed
v2.2 [Remove] : Removed 'races' from designer.
v2.2.1 [Add] : Vehicle paint now has an option to include a modifier for shininess
v2.2.1 [Add] : [not recommended] Change streaming assets inside FTD files by creating a file called StreamingFolder.txt next to the executable / app and writing your directory within that text file. Directory must exist.
v2.2.1 [Add] : Bug reporter / emailer created which is accessible with SHIFT + F1
v2.2.1 [Add] : Change save location from 'my documents' by creating a file called SaveLocation.txt next to the executable / app and writing your directory within that text file. Directory must exist.
v2.2.1 [Add] : In game block information now displayed in a more consise and easy to read format
v2.2.1 [Add] : When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint.
v2.2.1 [Add] : You can now make cutaway views of vehicles by pressing 'end' in build mode
v2.2.1 [Change] : Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leak
v2.2.1 [Change] : Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume)
v2.2.1 [Change] : If a block contains 'NOPID' in its name (be careful of the case), then it will not be controlled by a GP PID. Will not work for roll and pitch
v2.2.1 [Change] : Newly placed (or repaired) airpump and helium pump will now start in a fully flooded room
v2.2.2 [Change] : Skills and items are automatically unlocked/locked when added/removed from your toolbar.
v2.2.2 [Change] : Hologram projector now has a new model
v2.2.2 [Change] : It is now possible to go to the previous or next chair by using '[' and ']' keys (previous and next vehicle keys)
v2.2.2 [Change] : It is now possible to set the main chair by looking at it and pressing Q when sitting in it
v2.2.2 [Remove] : Removed the shield colour changer. It is now a decoration. Colours can of course still be changed inside the shield projector itself
v2.2.3 [Fix] : Fixed two long standing bugs in the projectile grid casting. [BUGS-3] [FTD-126] [FTD-84]
v2.2.3 [Fix] : Fixed some issues with windowed modes and font sizes [BUGS-8] [FTD-26] [FTD-127]


And here is the focus for the month of September 2018
1) Updating missiles. Three different gauges, some new mechanics, missile hatches and balancing is all being worked on.
2) Testing and improving the multiplayer aspects of the game
3) Improving wheels for land vehicles
4) Rolling out the new UI style to more parts of the interface

In other news we have added several new staff to the team and created bug and feature request trackers linked in with out development tools. You can find these
https://brilliantskies.customercase.com/forums/bug-tracker
and
https://brilliantskies.customercase.com/forums/request-tracker

We apologise for the long delay between the stable release of 2.1.6 and 2.2.4. That is due to the large scope of work involved in upgrading to PBR shaders, Unity 2017.3, and a huge amount of code refactoring that took place to make FTD easier and faster to work on in the long run.

If you want more detailed information, and want to follow what's going on more closely, check out the forums! https://forum.fromthedepthsgame.com/index.php
If you want to hang out with the dev team and community, visit the discord - https://discord.gg/ATseFkc

Report all bugs here please
https://brilliantskies.customercase.com/forums/bug-tracker

2.2.0 Coming soon!

2.2.0 Has been released onto the dev test server, and will be releasing soon.
Here is a sneak peak of a few new features.

The water graphics change -


The new waves -


The patch also includes a ton of behind the scenes changes, ACB updates, and some adjustments to the balance of weaponry, as well as a few new additions. All of that will be posted when 2.2.0 is officially released.

If you want to keep up with the updates more closely, you can visit http://fromthedepthsgame.com/forum/forumdisplay.php?fid=4

2.12 released!

Excited to release this fantastic new patch. It has lots of cool new things such as pistons and the ability to place turrets, spinners and pistons on other turrets, spinners and pistons. There are also a lot of quality of life and fine tuning options added. Note that a lot of mods may need updated after this release so if you are having issues then try uninstalling any mods that add code. Please check out the full change log below:



[added] Support for pistons (1x1x1 and 1x2x1)

[added] Support for spinners, turrets and pistons on other spinners, turrets or pistons (limited to 25 levels, including the MainConstruct)

[added] it is now possible to set the idle azimuth and elevation for turrets

[added] it is now possible to set the idle azimuth for APS (not CRAM due to some technical problems)

[added] spinblocks and pistons can now be locked via their GUI, so the ACBs won't be able to move them

[added] elevation only turret (1x1x1 version only)

[added] ACBs can now be turned on/off by using their GUI or another ACB (an ACB cannot turn itself on/off automatically)

[change] ACBs can now be placed on SubConstructs

[change] The Aimpoint card can now be configured, the maximum time before targeting another block can be configured, and it can be set to target Mainframes and ammo storage as usual or any random block

[change] Shields can now have their color changed using directly their GUI, no need to use the shield projectors anymore (but they still work)

[improved] it is now possible to choose between local and global field of fire restrictions for weapon and turrets

[improved] It is now possible to manually control the SpinBlocks using their GUI

[improved] copy/paste feature for ACBs, LWCs and AMCCs

[improved] if you look at an airpump with leaks, the leaks will be indicated by small red squares

[improved] ACBs input values now have different decimal places depending on the type of the input

[improved] ACB input for control key stimulus now display the actual key instead of a number

[improved] GP PID altitude test values can now be set between -1000 and +3000

[improved] 'Clear clips' button added to the APS firing piece

[improved] 'Access to intakes' button added to the APS firing piece (exiting that GUI will return to the APS GUI)

[improved] When clicking on the selected ammo controller in the ammo intake GUI, the ammo controller GUI is now displayed (exiting that GUI will return to the intake GUI)

[improved] It is now possible to slow down the rotation speed of the turrets (using a percentage)

[improved] Optimization of the fuel engine power creation when using turbos or exahusts

[improved] a LWC can now control weapons on all the stacked children SubConstructs, including pistons or spinblocks

[improved] the LWCs now aim x40 times per second, which will make targeting a lot more efficient

[improved] the LWC on the MainConstruct are executed before the ones on the first level of SubConstructs, which are executed before the ones on the second level of SubConstructs, which are executed before the ones on the remaining levels of SubConstructs

[improved] the LWC can now control a turret (or stacked turrets) which have no weapons (so, you can place a radar 90 on a turret controlled by a LWC in order to rotate the radar toward the target)

[fix] When a shield projector is placed next to a shield color changer, it now connects the shield color changer automatically

[fix] When loading a blueprint and after having taking hits, the shields are now returning to their specified color

[fix] The external venting of turbos is now displayed correctly in the cylinder's tooltip


[lua] Due to the extensive modification on the SpinBlocks, the functions related to the Spinners and turrets have been largely modified (old functions still there, but shouldn't work for stacked SubConstructs)

[lua] SubConstructs now have a unique Id, such an Id will never be reused in the same blueprint. The turrets, pistons and SpinBlocks are now accessed using that unique Id

[modders] The blocks array have been removed, blocks are now accessible in 'ElementStorage' using the Local Position coordinates

[modders] It is now possible to mod the constructs thanks to the introduction of 'Modules' that are attached to the constructs (most of the existing modules can be replaced)

[modders] It is now possible to add new audio assets (they will now be loaded correctly even if not in the FtD directory)

[modders] it is now possible to add new types of turrets by naming its parts ' Turret' and 'Turret Block ' (case and spaces are mandatory)

Hope you'll enjoy the new stuff- and wishing you a fantastic 2018,

Thanks for your continued support,

Nick and the FtD team

v2.0 released!

FTD has been updated to the latest version of the Unity3D game engine (Unity 5.6, we were on Unity 4.7) and we've also incorporated a HUGE balance patch and a lot of new features. I know you've been waiting a long time for an update but hopefully this one will be worth the wait! The migration to the new engine took a long time but opens up a lot of new doors for development and I believe FTD is running better than ever.

Change Log


Game Engine updated from Unity 4.6 to Unity 5.7
Added - 1m wood block variants that were previously only available by toggling F10 now available from build menu under wood block
Added - Mock wheel items
Added - Laser 3m laser pump
Added - APS 6m and 8m recoil absorbers
Added - APS EMP,HE,Frag APS shell heads
Added - Circular weather vane variant
Added - Circular propeller variant
Added - Jet and ion Circular variants added
Added - Aero rudder and Aero elevator components added to use with (or replace) the tail plane component
Added - 3mx3m and 5mx5m turret prototype sub-constructs added
Removed - Old engine items removed
Mechanic - Armor layering bonus changed from 0.8, 0.6, 0.4, 0.2,0.1,0.1 to 1.0,0.85,0.7,0.55, 0.4,0.25,0.1,0.1
Mechanic - Maximum volume option (For battles) in campaign increased from 50k to 200k
Mechanic - Oil refineries now slightly more tolerant of altitude
Mechanic - Fragmentation (All variants) now results in the expected angle of fragmentation, not a distorted cone
Mechanic - Armour calculation for projectiles and hitscan weaponry changed from ((AP / AC) 0.45) + 0.05 = Effective damage multiplier To ((AP / AC) 0.50) = Effective damage multiplier
Mechanic - Armour for Partial blocks (Slopes, Triangles) Apply partial reinforcement bonus (Equal to block type, triangles are 1/4, slopes are 1/2)
General - Many blocks visually re-modelled
General - Textures mid/part way reworked for better visuals
General - Fastest video quality setting will now display half texture resolutions and highest will turn on soft shadows
General - Some optimisation on simple projectile models
General - APS shells bugging out with no gunpowder and one of the player skills (railgun only shells) bug fixed
General - Wireless receiver ACB options fixed
General - Spinblock controller and fortress controller model updated
General - Simple weapons trails
General - Huge ion thruster realigned
General - Grenade launcher normal map
General - Pistol duplicate material removed and redirected to the original
General - Nuclear engine textures removed from resources and reference pointed to mod directory
General - Steam engine mesh normals fixed (improved quality)
General - Last of the texture import settings set (improved quality)
General - Light block now using distortion shader (same as aps fire distortion or warp effect distortion)
General - Wedge volume factor fixed
General - Various particle effect improvements
General - Shield visuals updated
General - CRAM models re-exported with smoothing groups for proper lighting with the shader
General - Minor mesh export fixes
General - Re-exported missile blocks to fix smoothing map issues (also large reduction in verts)
General - Missile parts excess vertices removed (some were 10x the required verts)
General - Ricochet chance curve evened out so armour vs penetration is taken more into account
General - Local weapon controller made more lenient for range of speed to engage
General - sailing blocks updated
General - spin block model/texture updated
General - 'Lasers' build menu tab renamed to 'Energy Weapons'
General - Min view distance from block decreased so you no longer look through walls walking around
Stats - Wood HP buffed to 180 (From 120)
Stats - Stone buffed to AC 7 (From 5). HP buffed to 300 (From 220)
Stats - Metal buffed to AC 15 (From 10). Health buffed to 350 (From 280)
Stats - Alloy buffed to AC 13 (From 7). Health buffed to 260. (From 140) Cost increased to 5 (From 4)
Stats - Heavy armour cost reduced to 25 (From 40)
Stats - Light block cost reduced to 20. (From 100) Health reduced to 50 (From 75)
Stats - Surge Protector cost reduced to 20. (From 25) Health increased to 250 (From 150) AC buffed to 5 (From 1)
Stats - Rubber cost reduced to 3. (From 5) Health buffed to 100 (From 75)
Stats - Glass cost reduced to 1. (From 2)
Stats - Lead cost reduced to 3 (From 5) Health buffed to 300 (From 200)
Stats - ERA Armour is now a structural component. (Full block only, not the slope)
Stats - Ram cost increased to 25. (From 15) AC buffed to 20 (from 10) Health increased to 1000. (From 400)
Stats - Standard Door AC buffed to 15. Health increased to 250. Now a structural block
Stats - Fuel Engine Hull Pipe AC buffed to 15. (Was 3) Health increased to 300 (From 160) Weight increased to 40. (Was 30) Cost increased to 10. (Was 1) Now a structural block
Stats - Steam Engine Hull Pipe AC buffed to 15. (Was 10) Health Increased to 300. (From 280) Cost increased to 10 (Was 6.5) Now a structural block
Stats - Deck Port Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal
Stats - Smoke Generator Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal
Stats - APS Firing Piece AC buffed to 20. (Was 15) Health buffed to 350 (Was 300) Weight reduced to 40. (Was 70)
Stats - APS Ammo Ejector Cost Reduced to 20 (Was 50)
Stats - APS Belt Fed Autoloader Cost reduced to 35 (Was 40)
Stats - Firing Piece – CRAM AC buffed to 20. (Was 5) Health buffed to 350 (Was 150)
Stats - EMP Pellet (CRAM) Cost reduced to 30
Stats - CRAM Gauge Increaser (All Variants) AC Increased to 15 (Was 10) Health Increased to 350 (Was 200) Cost reduced to 25 (From 35)
Stats - CRAM Autoloader (Both Versions) Cost reduced to 25 (From 35)
Stats - CRAM Hardener Pellets Cost reduced to 20 (From 25)
Stats - Fragmentation Pellet (CRAM) Cost reduced to 30
Stats - Range Finder 5m AC Buffed to 10 (Was 7) Health Increased to 750 (Was 375)
Stats - Range Finder 7m AC buffed to 10 (Was 7) Health Increased to 1125 (Was 562.5)
Stats - Range Finder 9m AC buffed to 10 (Was 7) Health Increased to 1500 (Was 750)
Stats - Armoured Range Finder 5m AC Buffed to 20. (Was 12) Health Increased to 1500 (Was 600) Cost increased to 70 (was 50)
Stats - Armoured Range Finder 7m AC Buffed to 20. (Was 12) Health Increased to 2100 (Was 840) Cost increased to 100 (Was 70)
Stats - Armoured Range Finder 9m AC Buffed to 20. (Was 12) Health Increased to 2700 (Was 1080) Cost increased to 125 (Was 90)
Stats - All standard Detection Equipment (Everything in the Detection tab except ; Wireless Snooper, Missile Radar Buoy Holder, Missile Sonar Buoy Holder) AC buffed to 15 (Was 10) Health increased to 300 (Was 200)
Stats - Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150)
Stats - Sky Fortress Turbine AC Increased to 15 (Was 10) Health Increased to 1000 (Was 500)
Stats - Missile Controller AC buffed to 12 (Was 10) Health increased to 300 (Was 100)
Stats - Missile Gantry AC buffed to 8 (Was 3) Health increased to 150 (Was 100)
Stats - Strategic Antenna + Dish Piece AC buffed to 15 (Was 10) Health increased to 250 (Was 150)
Stats - Docking Station AC buffed to 12 (Was 1) Health increased to 600 (Was 100)
Stats - Sub-vehicle spawner AC buffed to 12 (Was 1) Health increased to 250 (Was 100)
Stats - Vehicle blueprint spawner AC buffed to 12 (Was 10) Health increased to 250 (Was 150)
Stats - Small Propeller AC buffed to 15 (Was 10) Health increased to 300 (Was 150)
Stats - Huge Propeller AC buffed to 15 (Was 10) Health increased to 2700 (Was 600)
Stats - Small Jet AC buffed to 10 (Was 5) Health increased to 200 (Was 100)
Stats - Huge Jet AC buffed to 10 (Was 5) Health increased to 1800 (Was 600)
Stats - Small Ion Thruster AC buffed to 10 (Was 3) Health increased to 200 (Was 75)
Stats - Huge Ion Thruster AC buffed to 10 (Was 3) Health increased to 1800 (Was 450)
Stats - Wing + Aileron + Tailplane Health increased to 100 (Was 50)
Stats - Jet Stabilizer AC buffed to 12 (Was 5) Health increased to 250 (Was 150)
Stats - Heat Decoy AC buffed to 10 (Was 3) Health increased to 200 (Was 85)
Stats - AI mainframe Cost reduced to 50 (From 100)
Stats - Radiator AC buffed to 10 (Was 3) Health buffed to 200 (Was 100)
Stats - Large Radiator AC buffed to 10 (Was 3) Health buffed to 1800 (Was 900)
Stats - Ammo Storage + Ammo Parts box Weight reduced to 40 (From 45), volume factor reduced for same overall buoyancy
Stats - Laser Munition Defence – AC buffed to 10 (Was 4) Health increased to 300 (Was 100) Cost reduced to 30 (Was 100)
Stats - Laser Optics & Steering Optics – AC buffed to 8 (Was 4) Health increased to 250 (Was 100) Cost reduced to 20 (Was 50)
Stats - Tactical Nuke – Cost reduced to 50 (Was 100) Weight increased to 40 (Was 4)
Stats - RTG (All types) Cost reduced by 50%
Stats - Small turbine AC reduced to 6 (From 46)
Stats - APS Barrels (All types); AC buffed to 15 (From 12) HP increased to 350 (From 200/225/250) Weight reduced to 40 (Was 50)
Stats - CRAM Barrels (All Except bomb chute.); AC buffed to 15 (From 10) Hp increased to 350 (From 150)
Stats - Bomb chute; AC buffed to 15 (From 5) HP buffed to 350 (From 150) Weight unchanged (5)
Stats - CRAM - Recoil Suppression Barrel; Muzzle velocity factor increased to 0.95 (From 0.9)
Stats - Railgun Magnet Attaching Fixture Health increased to 300 (Was 200)
Stats - Railgun Barrel magnet AC Health increased to 350 (Was 200)
Stats - APS 3x3 Omni mantlet AC buffed to 28 (Was 20) Health Increased to 5000 (Was 3150)
Stats - APS 1x1 Omni mantlet AC buffed to 20 (Was 15) Health increased to 500 (Was 350)
Stats - APS 1x1 Elevation Mantlet AC buffed to 20 (Was 12) Health Increased to 500 (Was 300)
Stats - APS 1x3 Elevation Mantlet AC buffed to to 20 (Was 15) Health increased to 1500 (Was 900)
Stats - APS 1x2 AA Mantlet AC buffed to 20 (Was 12) Health increased to 750 (Was 450)
Stats - Drill (Controller) AC buffed to 15 (Was 5) Health increased to 500 (Was 300)
Stats - Extension AC buffed to 15 (Was 8) Health increased to 300 (Was 150)
Stats - Verical/Horizontal Splitter AC buffed to 15 (Was 8) Health increased to 300 (Was 150)
Stats - Small Drill Bit AC buffed to 25 (Was 15) Health Increased to 700 (Was 200)
Stats - Large Drill Bit AC buffed to 25 (Was 15) Health increased to 6300 (was 1800) Cost increased to 100 (Was 60)
Stats - Power Input AC buffed to 10 (Was 4) Health increased to 300 (Was 150)
Stats - Torque Amplifier AC buffed to 10 (Was 4) Health increased to 300 (Was 150)
Stats - Wing force per speed increased from 0.05 to 0.1. Cost increased to 5
Stats - Aileron force per speed increased from 0.1 to 0.2. Cost increased to 5
Stats - Aero Rudder, Aero Plane, Tailplane force per speed increased from 0.2 to 0.4. Cost increased to 5
Stats - Simple Laser cost from 40 to 100, Ammo usage from 10 to 40
Stats - Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150) (For 1x1x1)
Stats - 3x3 One Axis Turret; 7200 Health
Stats - 5x5 One Axis Turret; 20,000 health
Missile - Interceptor kill strike range increased and damage increased
Missile - HE warheads no longer detonate other missiles and instead push them away
Missile - Thumper head Effective AP 6 > 10
Missile - duration reduced to 30 seconds (From 1 minute)
Missile - Torpedo HE bonus damage reduced from 4x to 3x
PAC - Impact effective AP 10 > 15
PAC - Pierce effective AP reduced 20 > 15
PAC – Explosive Shock damage percentage changed from 10% to 100%
PAC - EMP, Damage reduced by 50%
Ram - (Simple Weapon) Frontal drag reduced to 0.3
CRAM – Duration before projectile deletion increased from 20 seconds to 30 seconds
APS & CRAM – “Heavy” Basic barrels added: AC 25, HP 900, Weight 200, Cost; 70
APS & CRAM – beamed(4m) barrels added, Heavy and normal variants
APS – Flak Radius increased to 6x HE Radius (Was 2x), Damage reduced to 30% of HE (Was 50%) (APS)
APS – Accuracy penalty removed from Disruptor shell caps
APS - HEAT and HESH now explode on impact, and cannot ricochet
APS - HEAT Air gap pen metric drain increased to 60. AP 6 from 10 (molten metal isnt known for its AP)
APS - HESH cone angle 60 from 30
APS - HESH will also create spalling at 5 other airgaps randomly selected from the forwards hemisphere
APS - Squash head thump effective AP is now 10
APS - Hollow Point Effective AP 6 > 10
APS - Hesh frag number divided by the square rooted AC of the armour it passes through instead of the raw AC. (HA=6.3, Metal = 3.6)
APS – All fuse module kinetic stats increased to; (Excluding Inertial Fuse)
APS – Shell health factor – 1.0 (Was 1.0), Kinetic damage factor – 2.5 (Was 0.5) , Armour Piercing factor – 1.5 (Was 0.2), Speed factor – 1.1 (Was 1.0)
APS – Stabilizer Fin Kinetic stats increased to; Shell health factor – 1.1 (Was 0.95), Kinetic damage factor – 3.0 (Was 0.7), Armour piercing factor – 1.5 (Was 0.5), Speed factor – 1.0 (Was 0.95)
APS – Super Cavitator Base Kinetic stats increased to; Kinetic damage factor – 1.5 (Was 0.6), Armour piercing factor – 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm
APS – Grav. Compensator stats increased to; Shell health factor – 1.1 (Was 1.0), Kinetic damage factor – 1.5 (Was 0.6), Armour piercing factor - 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm
APS – Reduce propellant burn barrel length requirement from 12*(Shell length)^0.75 to 6*(Shell length)^0.75
APS - Autoloaders start loaded; inputs start at max count down so they immediately load
APS - Clips HEAT Vulnerability, 3m is now 33% (Was 0%), 6m is now 16% (Was 0%), 8m is now 13% (Was 0%)
APS - 8m Autoloader, removed health loss from HEAT penetration (To match the rest of them)
APS - New APS recoil absorber system; now has total recoil capacity which refreshes over time. Smaller absorbers refresh faster but have lower capacity
RTGS - Produce energy 5 times a second rather than once a second (same total per second)
Batteries - start full rather then empty
Lasers - less engine power usage while game is slowed down bug fix
Lasers - Wavefront no longer pierces multiple layers of smoke with its full potential, its now iterative per smoke as per the laser shields
Lasers - frequency doublers AP bonus now scalar with pumps: 0.5AP per pump at 10 pumps scaling to 0.005AP per pump at 100
Lasers - Storage Laser Cavity health loss from HEAT penetration reduced to 40% (Was 100%)
Lasers - Q Switch EMP Susceptibility Reduced to 40% (Was 60%), This now matches other laser components
Laser - Steering optics & regular optics, removed health loss from HEAT penetration
AI - General Purpose Processing Card, added EMP Susceptibility of 60% With protective drainage of 10
AI - Laser Warner EMP Susceptibility reduced to 40% (Was 60%) Health increased to 200 (Was 100)
AI - Smoke Dispenser – Removed health loss from HEAT penetration
Propulsion - Jet Engine (Small) & Jet Engine (Large) Removed health loss from HEAT penetration
Propulsion - Ion Engine (Small) & Ion Engine (Large) Health loss from HEAT Penetration reduced to 50%
Propulsion - Propellers speed cap increased to 100 (Was 50)

1.96 released! Steam engines!

Really pleased to be releasing steam engines today along with a multitude of other features changes and fixes. Hope you like the new changes and we will be responding to bug reports posted on the offical bug report forum over the next few days and releasing and required hot fixes.


[New feature] Steam engines added

[New Feature] Active Radar Missiles are decoyed by Radar Buoys

[New Feature] Active Sonar Torpedo Seekers are decoyed by Sonar Buoys

[New Feature] Multithreading of many complex game calculations to improve frame rate

[New Feature] Fuel engine exhaust is bi-directional and can be fed combined from many engines.

[New feature] Steam cloud activated for your entire From the Depths folder. Let me know if it creates any issues.


[Addition] new light and smoke emitter deco blocks

[Addition] Copy/paste, copy to all Added to Missile winches, Belt Feb autoloaders, laser colorer

[Addition] Easy, Medium, Hard, Very Hard difficulty preset buttons added


[Change] Prefabs and Sub objects are all loaded in a second thread (removes the delay before accessing the inventory screen). Load is done when profile loaded. Permanent inventory prefabs also loaded in second thread.

[Change] Textures are now loaded from resources to speed up game boot time. The textures the vanilla game uses are still available in the modding folders if you want to modify them and override them.

[Change] The naming convention for mod files has changed. They are no longer numbered (which led to a lot of annoying version control issues).

[Change] Tips of the day; spelling/grammar and general wording updated.

[Change] Vehicle select in qualification mode now has test vehicle height heading for altitude buttons

[Change] New campaign options text updated

[Change] Adventure mode spawn height 50 instead of 100 (less chance of falling into the ocean, less awkward green from no heatstone)

[Change] Missile menu -left +right swapped to correct sides

[Change] Simple Tutorial now has a seat bit so players dont fall out

[Change] Tutorial vehicles now have seats for players to start on or spawn location lowered

[Change] Notice that saved games are world specific on load game menu

[Change] Story missions default to 'Player' tab if nothing selected (looks really odd if nothing selected)

[Change] Laser colorer secondary return updated to say if connected

[Change] Laser wavefront secondary return updated

[Change] Missile carry across all settings on assign. Ejection angle etc.

[Change] Ammo processor sub meshes now carry with main block

[Change] APS trail set to diameter with a minimum of 150mm (the old default)

[Change] APS ammo component spelling fixed

[Change] Missile trail slider in options now

[Change] Visible tracer color customise actually show colour in description

[Change] Inventory layout for structural blocks moved around a bit slightly so blocks no longer over checklist

[Change] Blueprint Spawner block max range now 100 from 30


[Improvement] All in all the game should now be back to booting up in about 30 seconds or less and will not pause when you access the prefab or sub object inventory tabs or when you click the multiplayer button.

[Improvement] APS trail shorter, wider and now scale with gauge from a minimum of 150mm (Easier to see, especially the light blue tracers)

[Improvement] All trails optimised for better performance

[Improvement] Particle effects redone for most emitter (missiles, jets,smoke etc) to not be so wasteful (and hopefully look better)

[Improvement] Pulse lasers now have the full effect set and a nice fade

[Improvement] Toon ramp and Outline standardised between all game materials (0.009 for components and 0.02 for structural blocks)

[Improvement] Block information popup standardised between all blocks.


[Bug fix] Space designer platform now has required down thrusters

[Bug fix] Tutorials updated for changes in game

[Bug fix] Heli tutorial never actually ended – fixed now

[Bug fix] 1m omni mantlet texture fix


Content Update


Dangerous Waters:
-All ships have been updated to give a more enjoyable, faster, and controlled battle experience.
-All ships converted to Metal with Alloy only used for balance and flotation boost
-All Cannons standardized and made more powerful. Now, ships can actually hurt each other.
-Strength of the cannons are properly reflected by their gauges. No more will a 100mm cannon beat a 200mm cannon.
-Ammo stashes that were spread around the ships sabotaging the ships have been removed. Now the ships dont kill themselves, your cannons do.
-Ships will no long run from each other. All ships have the same engagement range and will turn to broadside instead of one always running away to maintain a further distance.
-Weapon controllers set so big guns shoot further
-Torpedoes made awesome. Now having a torpedo ship is worthwhile
-AA made better. Planes are no longer safe. Its not great, but better.
-Ally descriptions "one liners" changed to reflect the exact weapons the ships have so the player can make a more educated choice about what they build
-Planes updated a bit, Axis planes now blow up when they fly into space.

Ashes of the Empire
-Tanks updated some to improve sensor detection. Some designs have been update to survive better or be offensively stronger.
-New DWG Tank "Taipan" Designed to be a Tank destroyer.
-The DWG copperhead has been reworked so it never gets stuck under ground. It now has missiles instead of APSs. It is no longer a sub-spawn on all DWG designs (on a few) and it can now freely spawn independently.
- New SE Tank added "Scarab"
-DWG design "Sand Viper" has been replaced
-New WF Tank "Slayer"
-All Faction designs have been limited to only spawn 2-3 copies per fleet. This should encourage more diversity and higher chances of Elite tanks spawning in large fleets.
-DWG will now ALWAYS declare war on the player at the 1 hour mark. Other Factions still have a random chance to also declare war.
-Elite tanks spawn chance has been increased
-All tanks have had their FPs reduced, including Elites. Expect to see more tanks per fight now.
-Player starting base has been updated to have its old tents, campfires and random junk laying around.
-Fixed various other annoying issues and stuff ive forgotten about.
Neter:
-Typical design updates and OW beaming.
-Easy OW designs have been Nerfed
-GT Tribe of the Iron Storm overhauled thanks to the GT crew
-DWG Generic Fleets severely changed and im not sure how they will behave. Now fleets will be grouped by "Pirate Lords" following that lords style
-4 new DWG Airships added to the game for the new pirate lord "Sven Kno"
- DWG "Pendragon" deleted from game
-4 hour Grace period is dead
I have removed the entire concept. There are no more super noob designs. They have been rolled into Easy difficulty or removed.
There is no more pre-made attack fleets.
Now, DWG will declare war on you after 2 hours. If you dont want to wait, declare war on them right away.
Intent of this change is too allow those who want to play their difficulty to do so right away and those who want to build in peace to be able to do so.

-Now when you defeat a faction there will be a chance of all other factions having a change of relationship status with you. For example, killing WF has a 70% of making LH immediately hate you and SS 30% chance of gain +10 in relations. This is untested and i have only a vague idea of what will happen. Also, when a Faction is defeated a pop up message will appear about their deaths (7 out of 8 factions so far)

-DWG garrisons around the player have been increased in strength slightly

Glao
-HQs moved off land so they will produce water units in addition to their air units
-Hauler Design replaced
-Broken SD event fixed and changed