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From The Depths News

2.2.27.11 released. New missile sizes!

The full suite of missile changes has now been released for feedback, alongside a bunch of other new features such as the decorative "mimic" block, some new structural blocks and a "laser cutter" laser power based melee weapon, and improvements to wheels. Hope you enjoy it, and post any bugs
here

v2.2.26 [Add] : Added a 'mimic' block that is a decorate block that can take the mesh of any of the blocks in the game. It can also orientate it, position it and scale it. [FTD-251]
v2.2.26 [Add] : Rudder, jet(s) and propeller(s) now have smoothly increasing force outputs so they cannot go from +1 to -1 in one frame
v2.2.26 [Change] : Sail attachments, blocks and weather vanes now have reduced drag
v2.2.26 [Change] : Marauder given more fuel
v2.2.26 [Change] : Sea Adder switched to fill paddle power, and 100% more grenades!
v2.2.26 [Change] : Hummingbird widgets removed.
v2.2.26 [Change] : Iron Juggernaut performance increase.
v2.2.26 [Change] : Aardsterk performance increase.
v2.2.26 [Change] : Firefly performance increase.
v2.2.26 [Change] : Volta performance increase.
v2.2.26 [Change] : Eclipse performance increase
v2.2.26 [Change] : Flash perforamnce increase.
v2.2.26 [Change] : Refactored construct module code and the attributes that put a module into the game[FTD-42]
v2.2.26 [Change] : Vehicles now have high friction on terrain [BUGS-335]
v2.2.26 [Change] : Archangel improved to prepare for new missiles.
v2.2.26 [Change] : Pixy given more lunch from Mother Eros
v2.2.26 [Fix] : ACB complex key various bugs fixed
v2.2.26 [Fix] : ACB enemy/target altitude bounds fixed [BUGS-195]
v2.2.26 [Fix] : ACB range not shared in MP fixed [BUGS-243]
v2.2.26 [Fix] : ACB steam valve control now works [BUGS-337]
v2.2.26 [Fix] : Mimic block when loaded as part of a sub object now works [BUGS-301]
v2.2.26 [Fix] : Polarity taught that it is not Superman.
v2.2.26 [Fix] : Mouse based shift to replace in build mode now works on clients [BUGS-317]
v2.2.26 [Fix] : Rubber-banding of client vehicles when frame shifted in multiplayer fixed [BUGS-338]
v2.2.26 [Fix] : Fixed the flickering of the water pumped effect when the camera moves [BUGS-234]
v2.2.26 [Fix] : Jet particle trails no longer get stretched when the reference frame jumps
v2.2.26 [Fix] : Mass slider in game config panel now works again [BUGS-267]
v2.2.26 [Fix] : Missiles resettting to default missiles fixed [BUGS-290] [BUGS-269]
v2.2.26 [Fix] : Air balloons now function correctly for client in multiplayer [BUGS-258]
v2.2.26 [Fix] : All new wheel settings are correctly applied to the physical wheel model after load now [BUGS-238]
v2.2.26 [Fix] : Explosions now make visuals and sound on the client in multiplayer [BUGS-278]
v2.2.26 [Fix] : Qualification mode no longer crashes when a missile is fired [BUGS-298]
v2.2.27 [Add] : Rendering approach for chunks has changed, and a new construct module for efficiently rendering rotating drive shafts / crank shafts / anything that rotates on an axis has been added [FTD-263]
v2.2.27 [Add] : Spin blocks in motion now create propulsive forces when they hit the ground- this allows large rubber wheels and some styles of walkers to be made [FTD-265]
v2.2.27 [Add] : Added in a laser cutter component that creates a powerful melee weapon using the laser system [FTD-240]
v2.2.27 [Add] : Major additions to Lua: reworked Components and additions to Weapons, Self Awareness, SubConstructs and Misc.
v2.2.27 [Add] : All sizes have 2 launcher/gantry types: normal and rail
v2.2.27 [Add] : Both gantry versions cost the same, rail gantries have half the HP and 1/4 the weight
v2.2.27 [Add] : Gantry durability up, a bit below metal HP and 20 armor
v2.2.27 [Add] : Hatches added: 4x4 large hatch, 2x1 normal M hatch, 1x2 aerodynamic M hatch(less durable than the 2x1), 1x1 S hatch. The S/M hatches also contain a 1m gantry
v2.2.27 [Add] : Hatches have a bit below HA level weight and durability. They are not structural
v2.2.27 [Add] : Launchpads missing a gantry won't reload
v2.2.27 [Add] : Rail gantries can't have hatches/ejectors/lua transceivers but are as aerodynamic as a 4m slope
v2.2.27 [Add] : Rail launchers can connect to gantries on both sides
v2.2.27 [Add] : Rail launchers have an invisible version for aesthetic purposes
v2.2.27 [Add] : AI mainframe cost up to 400, GPP card cost up to 200
v2.2.27 [Add] : Each missile in the air needs general purpose processing power to function. If there is not enough GPP available its aimpoint will be off(right now by ~5m for every 10% missing)
v2.2.27 [Add] : Follows the aimpoint of the attached LWC, or the player aimpoint if the missile's weapon slot is selected
v2.2.27 [Add] : New missile component: remote guidance. 100% drag, 10% base HP, not limited to nose
v2.2.27 [Add] : Can only be placed after a short range/variable thruster
v2.2.27 [Add] : New component: secondary torpedo propeller, a wide rotating rim hanging over normal thrusters
v2.2.27 [Add] : Same options/output as a normal prop
v2.2.27 [Add] : The only component with double mass and has twice the drag of fins(slightly worse agility/acceleration and is ~20% slower than a dedicated missile/torpedo)
v2.2.27 [Add] : Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer
v2.2.27 [Add] : Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts)
v2.2.27 [Add] : New AI block: signal jammer, attaches to mainframes/connectors
v2.2.27 [Add] : This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out)
v2.2.27 [Add] : Uses power and interferes with enemy electronics(read: remote guidance missiles)
v2.2.27 [Add] : The vehicle event scheduling system has been refactored a bit [FTD-264]
v2.2.27 [Change] : Advanced cannons can now be set to aim using high arcs instead of only low arcs
v2.2.27 [Change] : Steam shafts given less cute names.
v2.2.27 [Change] : Naming has gone through some OCD changes, more consistant for mimic searching.
v2.2.27 [Change] : Duster now actually a propeller airplane.
v2.2.27 [Change] : Falkenheim had some new windows installed.
v2.2.27 [Change] : Shrike had mimic treatment.
v2.2.27 [Change] : Paddlegunner given paddle power!
v2.2.27 [Change] : Pilferer fully paddle powered and tuned up.
v2.2.27 [Change] : Aardsnel had the shakes removed.
v2.2.27 [Change] : Cirrus has mimic treatment.
v2.2.27 [Change] : DreadNought had mimic treatment.
v2.2.27 [Change] : Morning Star struck with military cutbacks.
v2.2.27 [Change] : Mosquito now has less malaria.
v2.2.27 [Change] : Rusted Ram Small House renamed.
v2.2.27 [Change] : Talon SkyFortress has mimic treatment.
v2.2.27 [Change] : Warhorse gone through some cutbacks.
v2.2.27 [Change] : Kite Fighter has a tuneup.
v2.2.27 [Change] : Machination given new railings.
v2.2.27 [Change] : Cerberus has been replaced with Maro's.
v2.2.27 [Change] : Aardvark Refinery has mimic treatment.
v2.2.27 [Change] : Aeonic given minor tuneup.
v2.2.27 [Change] : Ascension has been given some makeup.
v2.2.27 [Change] : Bee given more sober pilots.
v2.2.27 [Change] : Endeavour given some tuneup.
v2.2.27 [Change] : Gnasher given some makeup.
v2.2.27 [Change] : Hermes given some makeup.
v2.2.27 [Change] : Hunter has mimic treatment.
v2.2.27 [Change] : Hydroponics Farm has mimic treatment.
v2.2.27 [Change] : Iron Curtain has new shiny railings that are up to code.
v2.2.27 [Change] : Nightjar has mimic treatment.
v2.2.27 [Change] : Peacekeeper given some tuneup.
v2.2.27 [Change] : Smog given some backup.
v2.2.27 [Change] : Vulture given some makeup.
v2.2.27 [Change] : Warbird given some makeup.
v2.2.27 [Change] : Wasp given some makeup.
v2.2.27 [Change] : Werebat given a tuneup.
v2.2.27 [Change] : Beluga Elite fanned off a bit.
v2.2.27 [Change] : Dagger received some honing.
v2.2.27 [Change] : Mantis now has some new shades.
v2.2.27 [Change] : CrossBolt had mimic treatment.
v2.2.27 [Change] : Terawatt received more stabilizations
v2.2.27 [Change] : Inquisitor received some tune ups.
v2.2.27 [Change] : Functions added to get the propulsion inputs issued by AI and the player
v2.2.27 [Change] : Faster missiles are clumsier, turnrate decreases linearly with speed down to 30% at 600 m/s.
v2.2.27 [Change] : Fin force is proportional to the distance from the the center of the missile. Putting fins in the front come with a speed reduction/warhead offset but increases agility more than the 2nd fin in the back.
v2.2.27 [Change] : Fins are weaker higher up, turnrate decreases linearly from 100% to 50% at 500m. Combined with speed bonus higher up this means turning is still practically disabled at 500m+.
v2.2.27 [Change] : Turnrate is reduced at very low speeds, for now linear increase from 0% at 0 m/s to 100% at 100 m/s (high speed scaling )
v2.2.27 [Change] : Turnrate is reduced by SQRT(LENGTH_IN_METER), so a 3m S missile turns twice as fast as a 12m L with the exact same components.
v2.2.27 [Change] : Turnrates decreased across the board
v2.2.27 [Change] : APN changed, now it is affected by gravity
v2.2.27 [Change] : Missile controller now aims bombs using 70% the ejection speed of the first attached launcher
v2.2.27 [Change] : Missile controller now aims dumbfires using the max speed of the first attached missile at the current altitude
v2.2.27 [Change] : Ammo cost is 100(?)/cubic meter of gantry (3m S missiles 4x75, 6m M missiles 600, 12m L missile 4800)
v2.2.27 [Change] : Each gantry costs 200, 800 for large
v2.2.27 [Change] : Each launchpad costs 600 materials, 2400 for large
v2.2.27 [Change] : Launchpads that contain missile components cost 400/3200
v2.2.27 [Change] : Lua transceiver cost up to 2000
v2.2.27 [Change] : All missiles do some speed-based thump damage, adding bodies/thumpers increase this (1 body adds as much damage as 20 normal components, thumper is worth 1.5 bodies).
v2.2.27 [Change] : All warhead scaling is linear.
v2.2.27 [Change] : EMP damage is 200/2000/20000
v2.2.27 [Change] : Frag damage is 15x400, 30x2000, 60x10000 with all sizes having 6 AP
v2.2.27 [Change] : HE damage is 400/4000/40000 per warhead, radius is TOTAL_DAMAGE^0.33 (~33-50m for L missiles)
v2.2.27 [Change] : Replacing 1 normal warhead with a body means losing ~50% damage but gaining lots of HP. Missile impacts have 20 AP.
v2.2.27 [Change] : Underwater HE damage bonus down to 50%
v2.2.27 [Change] : All missiles/bombs in the air can be detected at a distance based on their size, even at 0 thrust
v2.2.27 [Change] : Passive sonar only picks up torpedos at a range that depends on their thrust
v2.2.27 [Change] : Thrust-based detection range scales with the ~square root of thrust
v2.2.27 [Change] : Each S/M/L ejector adds 75/50/25 speed (L heavy launchpad can take 8 ejectors)
v2.2.27 [Change] : Ejector addon cost up to 50
v2.2.27 [Change] : If launchpad has 0°/0° ejection elevation/azimuth thrusters and propellers give a base launch speed: SR thrusters 100 m/s, torpedos(only primary) 50 m/s, S/M/L variable thrusters 40/20/10
v2.2.27 [Change] : Launchpads with hatches can't set ejection elevation/azimuth
v2.2.27 [Change] : Setting ejection azi/ele further from straight forward/backwards gradually reduces speed, down to 75% when either is 90°, 50% when both
v2.2.27 [Change] : Variable thruster got a start delay parameter, 0-10s
v2.2.27 [Change] : Proximity fuse only available on M/L missiles
v2.2.27 [Change] : Proxy should be a bit more reliable now, not terribly useful but those so inclined can go squirrel hunting with L missiles
v2.2.27 [Change] : Proxy takes up volume equal to 20% of an M missile component
v2.2.27 [Change] : Safety fuse only takes half the volume of an S module, rest can be filled up with useful things
v2.2.27 [Change] : L launchpads and gantries are 2x2 and 1m high, each gantry contains 1 missile component
v2.2.27 [Change] : M is the current size
v2.2.27 [Change] : Missile lifetimes are 10/20/40 seconds, 20/40/80 for bombs and torpedos
v2.2.27 [Change] : Reload time of a launchpad is 10 * SQRT(LENGTH_IN_METER)
v2.2.27 [Change] : S has 4 missiles/launchpad and each gantry holds 4x4 missile components
v2.2.27 [Change] : Small/medium/large missiles (S/M/L from now on)
v2.2.27 [Change] : Flak damage up from 20% of HE to 30% of HE
v2.2.27 [Change] : Flak radius multiplier down to 2.5 from 4 (~76% the previous final value with the damage change)
v2.2.27 [Change] : LAMS attenuation ~75% at 500m, ~49% at 1000m
v2.2.27 [Change] : LAMS damage down to 20% of the previous value (uses the same amount of laser energy)
v2.2.27 [Change] : LAMS inaccuracy down to 0.05°
v2.2.27 [Change] : LAMS node material cost up to 200
v2.2.27 [Change] : Both harpoons and cable drums are max health components
v2.2.27 [Change] : Cable length is 300/600/1200 for S/M/L cable drums, half that for the harpoon itself
v2.2.27 [Change] : Cable strength is 500/2000/8000 for S/M/L
v2.2.27 [Change] : Cables break at max range
v2.2.27 [Change] : Each winch power provides 3 force(an M harpoon cable with maxed winch is 133% the force of a huge jet).
v2.2.27 [Change] : Half the harpoon force is applied at the mainconstruct's CoM, half at the contact point(part CoM to reduce flipping)
v2.2.27 [Change] : Winches are now attached to launchpads
v2.2.27 [Change] : Winches can only have 1 harpoon cable attached(won't let you fire a harpoon without a free winch)
v2.2.27 [Change] : Winches need power to work and they can be configured to use up to as much power as the cable strength of the attached launchpad(like a fishing pole, it will ease up if the cable would break)
v2.2.27 [Change] : EMP/HE/frag warheads, thrusters and IR/radar/laser guidances 20%
v2.2.27 [Change] : Fuel/fins/everything else 40%
v2.2.27 [Change] : Lua transceiver/remote guidance 10%
v2.2.27 [Change] : Missile component base HP is 20/200/3000, each type has its own modifier on that
v2.2.27 [Change] : Missile HP is the sum of component HPs
v2.2.27 [Change] : Single pixel IR seeker, torpedo sonar, torpedo propeller modifier is 50%
v2.2.27 [Change] : Thumper head, body, harpoon/cable 100%
v2.2.27 [Change] : All countermeasures are even more WIP than the rest, numbers are just illustrations
v2.2.27 [Change] : Charge damage is 6 * BASE_HP_OF_M_MODULE, 1200 right now
v2.2.27 [Change] : Charge range is 35m
v2.2.27 [Change] : Interceptor heads are only available on M missiles
v2.2.27 [Change] : Interceptors coordinate, they will assign enough damage to comfortably kill the target and prioritize finishing missiles others already got a lock on
v2.2.27 [Change] : Interceptors have 3 charges, they use them all at once: main target + 2 additional missiles if there are any in range, otherwise the charges are wasted
v2.2.27 [Change] : Interceptors only trigger if they are very close or have started to move away from the target but are still in range(goal is to get in the middle of swarms)
v2.2.27 [Change] : Interceptors prioritize targets larger than themselves(+also take range and angle into account)
v2.2.27 [Change] : They retarget if the have missed their contact or the target is destroyed
v2.2.27 [Change] : APN, TPG and 1-turn are now small components: only take 1/2 the volume of an S component, 1/16 of M, 1/128 of L
v2.2.27 [Change] : Final component health will be the volume-weighted average of APN/TPG/1T (40%) and the filler's health modifier (body 100%, fuel 40%, HE/EMP 20%)
v2.2.27 [Change] : The rest can be filled with fuel, HE, EMP or be reinforced for health/thump damage(body). Launchpads got a slider with these options
v2.2.27 [Change] : Less possible downtime against destroyed projectiles
v2.2.27 [Change] : Option to stop firing when under smoke
v2.2.27 [Change] : Option to target only out of water/under water projectiles
v2.2.27 [Change] : Options to target only projectiles with a diameter above X mm and/or below Y mm (missiles are 250/500/1000mm)
v2.2.27 [Change] : Stricter angle/distance checks
v2.2.27 [Change] : Will look for another target when the previous one is starting to get further away
v2.2.27 [Change] : After they left the vehicle all non-terrain contact will trigger the full impact damage
v2.2.27 [Change] : EMP/harpoons/flares now still work if impact damage destroys the block hit (EMP can jump 6m, harpoons/flares 3m to the nearest block)
v2.2.27 [Change] : Explosion triggered by missile impacts/destroying missiles only happens if warhead arming delay is over(and impact is not on the launcher if there is a safety fuse on the missile)
v2.2.27 [Change] : harpoons/flares now still work if EMP damage destroys the block hit
v2.2.27 [Change] : Impact damage uses the relative velocity of the missile and the target hit (head on collision more damage, hitting a plane from behind less)
v2.2.27 [Change] : Missile use new gridcast hit detection, can't teleport through armor
v2.2.27 [Change] : Missiles that didn't leave the launching vehicle can only damage it if the go faster than 75 m/s (below that they only bounce around on collisions)
v2.2.27 [Change] : Missiles with 0°/0° ejection angle and downwards facing bombs are moving on rails, won't deviate from the launchpad until they completely leave it
v2.2.27 [Change] : Overall launching is much more lenient, no more scattering
v2.2.27 [Change] : Anything with fins can glide, redirect their velocity(from gravity/turns) to a forward pointing one
v2.2.27 [Change] : Conversion rate depends on angle of missile and velocity, 100% at 0°, 50% at 90°, 0% at 180°, with 20% loss
v2.2.27 [Change] : Conversion rate is further reduced at very low speeds, 0% at 0 m/s, 100% at 30 m/s
v2.2.27 [Change] : Fin bonus speed and cheat method reworked into 'gliding'
v2.2.27 [Change] : Drag reduction is linear from 100% at 0 altitude to 50% at 500m (missiles are still faster higher up, but aren't off-the-charts)
v2.2.27 [Change] : Fins 200% drag, secondary torpedo propeller 400%, sonar/radar buoys 500%
v2.2.27 [Change] : Fuel tank capacity doubled (1000/10000/100000)
v2.2.27 [Change] : Highest practical missile speed is ~400m/s (2m long S with SR thruster)
v2.2.27 [Change] : Maxed out variable thruster speeds are ~240/220/200 m/s for 3/6/12m S/M/L missiles
v2.2.27 [Change] : Radar/IR/laser guidance 60% drag, single pixel/thumper/torpedo sonar 40%
v2.2.27 [Change] : Short range thruster is fixed 450/4500/45000 output and 600/6000/60000 fuel/sec, 5 sec max
v2.2.27 [Change] : Torpedo limit 200/2000/20000, 80/800/8000 fuel/s at max
v2.2.27 [Change] : Torpedos are ~90/80/70 m/s
v2.2.27 [Change] : Variable thruster limit 300/3000/30000
v2.2.27 [Change] : Variable thrusters/torpedo propellers can also set a start delay
v2.2.27 [Change] : Bailey has less booze on board.
v2.2.27 [Change] : Churl has less booze on board.
v2.2.27 [Change] : Constellation has mimic treatment.
v2.2.27 [Change] : Defiant given more sober Captain.
v2.2.27 [Change] : Partisan given new railings.
v2.2.27 [Change] : Constitution has mimic treatment.
v2.2.27 [Change] : Fairday has a new captain.
v2.2.27 [Change] : Angler has mimic treatment.
v2.2.27 [Change] : Chancellor has mimic treatment.
v2.2.27 [Change] : Huskarl given some tuneup.
v2.2.27 [Change] : Essen has less boose on board.
v2.2.27 [Change] : Iron Cross has minor tuneups.
v2.2.27 [Change] : Nightingale has mimic treatment.
v2.2.27 [Change] : Seagull has new railings.
v2.2.27 [Change] : Straussland given some tuneup.
v2.2.27 [Change] : Event Horizon has a tuneup.
v2.2.27 [Change] : Allegiance installed new railings up to code.
v2.2.27 [Change] : Chrysaetos had mimic treatment.
v2.2.27 [Change] : Coal Factor has a mimic treatment.
v2.2.27 [Change] : Dromaeo had their pilots retrained.
v2.2.27 [Change] : Gannus given a slight new paintjob.
v2.2.27 [Change] : Hammer now has some new shades.
v2.2.27 [Change] : Iron Maiden installed new railings up to code.
v2.2.27 [Change] : Reefshark appointed a new Captain.
v2.2.27 [Change] : Thunderchild has a big tuneup.
v2.2.27 [Change] : Annularis given new shades and tuneup.
v2.2.27 [Change] : Catshark has mimic treatment.
v2.2.27 [Change] : Excalibur given some tuneup.
v2.2.27 [Change] : Greatwhite has a new captain with some tuneups.
v2.2.27 [Change] : Icarus has mimic treatment.
v2.2.27 [Change] : Maelstrom given some tuneup.
v2.2.27 [Change] : Novara received a new Captain.
v2.2.27 [Change] : Remora has mimic treatment.
v2.2.27 [Change] : Trident given some tuneup.
v2.2.27 [Change] : Trondheim has mimic treatment.
v2.2.27 [Change] : Victoria given some tuneup.
v2.2.27 [Change] : Asphodel given some tuneup.
v2.2.27 [Change] : Bayonet has mimic treatment.
v2.2.27 [Change] : Bullshark has a new Captain and given some tuneups.
v2.2.27 [Change] : Kitakami has mimic treatment.
v2.2.27 [Change] : Spectre has a tuneup.
v2.2.27 [Change] : Thyr has mimic treatment.
v2.2.27 [Change] : Valient given some tuneup.
v2.2.27 [Change] : Cinder has new been given new crew training.
v2.2.27 [Change] : Exter has some minor tuneups
v2.2.27 [Change] : Guernsey given a tuneup.
v2.2.27 [Change] : Hydra has mimic treatment.
v2.2.27 [Change] : Manatee has mimic treatment.
v2.2.27 [Change] : Norge has new riggings up to code.
v2.2.27 [Change] : Reaper has mimic treatment.
v2.2.27 [Change] : Rhea given large tuneup.
v2.2.27 [Change] : S.M.S. Daring installed new railings up to code.
v2.2.27 [Change] : Sabre given crew retraining and tuneups.
v2.2.27 [Change] : Sacrilego had some corners cut off.
v2.2.27 [Change] : Shadowcat has mimic treatment.
v2.2.27 [Change] : Weapon UIs moved to the new UI format
v2.2.27 [Fix] : Ohm had its LAMs reconnected.
v2.2.27 [Fix] : Remote guidance when under manual control can aim at the specific player aim point now.
v2.2.27 [Fix] : Missile control blocks that have been killed and repaired stopped working [BUGS-350]
v2.2.27 [Fix] : Mouse based building shift to replace stopped working in mirror mode [BUGS-357]
v2.2.27 [Fix] : Tank mode wheels are now controlled well by AI and work when forward speed request is high

2.2.24 Released

Hi all,

Here is the change log from 2.2.4 to 2.2.24.
The last stable release was 2.2.16. 2.2.17 through to 2.2.24 have been done in the dev test beta's branch. It's all live now in the main branch.

We've been concentrating mostly on fixing the bugs in the bug tracker, but have also made substantial progress on the missile rework which is currently underway, and added a bunch of new features such as the slope of sloped armour now being used in the projectile damage / ricochet calculations. You'll find a lot of changes to the way missiles work in this build, but the more radical changes such as small, medium and large gauges of missile, hatches, new guidance modules and balancing is still being worked on.


v2.2.5 [Fix] : Custom flags download when game starts, like they used to [BUGS-37]
v2.2.5 [Fix] : Fix for RTG bug allowing infinite material in campaigns [BUGS-31]
v2.2.5 [Fix] : Improved buoyancy for vehicles with over 2K blocks [BUGS-26]
v2.2.5 [Fix] : Multiplayer speed of time syncronisation issue fixed [BUGS-35]
v2.2.5 [Fix] : Ocean colors slightly updated for some weathers
v2.2.5 [Fix] : Various fixes to drop down menus [BUGS-29] [BUGS-32]
v2.2.5 [Fix] : White highlighting now only for blocks with a tooltip to display [BUGS-30]
v2.2.6 [Fix] : Various plotting problems fixed [BUGS-24]
v2.2.6 [Fix] : Vehicles saved with 'Nan' position can now be loaded at [BUGS-14]
v2.2.7 [Fix] : Fixed 'mostly-black screen' when loading some old incompatible mods
v2.2.7 [Fix] : Fixed a bug causing world to go orange / purple [BUGS-42] [BUGS-20]
v2.2.7 [Fix] : Fixed battle deployment limits [BUGS-40]
v2.2.7 [Fix] : Multiplayer client vehicle spawning fixed [BUGS-43]
v2.2.7 [Fix] : Multiplayer transfer blueprints no longer reporting as corrupt [BUGS-43
v2.2.7 [Fix] : Weapon slot 10 now functions again [BUGS-25]
v2.2.8 [Fix] : Block IDs once again converted to GUID before being sent across network to fix multiplayer bug [BUGS-59]
v2.2.8 [Fix] : Bug with barrels loading in incorrect position on pistons fixed [BUGS-53]
v2.2.8 [Fix] : Default designer vehicle should now be saved when changed [FTD-130]
v2.2.8 [Fix] : Exploding text no longer splits over multiple lines as it grows [BUGS-54]
v2.2.8 [Fix] : Speed factor now affects spin block visual rotation and helicopter blade force [BUGS-56]
v2.2.8 [Fix] : Stabilisation level of wireless camera now saved [BUGS-58]
v2.2.9 [Add] : Highlighting of blocks is now optional, controls are in the UI panel of the menu [BUGS-30]
v2.2.9 [Fix] : Condition and action value ACB sliders linked together [BUGS-44]
v2.2.9 [Fix] : Fixed physics crash when placing a SubObject containing a wheel
v2.2.9 [Fix] : Centre of mass changes no longer affect vehicle speed estimates [BUGS-78],Tutorial completion metre is updated correctly now [BUGS-74]
v2.2.9 [Fix] : Coordinate frame now updated in multiplayer- fewer graphical glitches and shaking. [BUGS-70]
v2.2.9 [Fix] : Multiplayer saves now send correctly [BUGS-71]
v2.2.10 [Fix] : APS and CRAM frags should now detonate from the correct point [BUGS-18],Jets now use the real water level, rather than 0, to determine whether or not they should run. Useful in storms. [BUGS-91]
v2.2.10 [Fix] : Campaign options are once again customisable from the options menu [BUGS-88]
v2.2.10 [Fix] : Lensed particle cannon shots no longer use twice as much energy as they should [BUGS-12]
v2.2.10 [Fix] : Loops fixed for fleet movement orders [BUGS-97]
v2.2.10 [Fix] : Particle cannon effect is more colourable now [BUGS-94]
v2.2.11 [Add] : Poster holders and projectors can define a #hashtag in their URL to load images from Texture Definitions in the mods (which can also define a hashtag for themselves). Try #Cezar for an example. [FTD-167]
v2.2.11 [Fix] : Bug fixed in inertia tensor calc that made vehicles often very wobbly [BUGS-96]
v2.2.12 [Fix] : Adv Ammo UI displays the correct average frag damage now [BUGS-107]
v2.2.12 [Fix] : Fixed 'exploding suspension' on the new wheel system [BUGS-22] [BUGS-57] [FTD-145]
v2.2.13 [Add] : Blocks now connect using a stack, rather than recursion. Should avoid all crashes when making, for example, long PAC arms. [BUGS-88] [FTD-183]
v2.2.14 [Add] : When you defocus a slider's text input box, it will apply the text now. [BUGS-121]
v2.2.14 [Fix] : Fixed laser coupler connection issues of 2.2.13 [BUGS-123]
v2.2.14 [Fix] : Fixed PAC arm issues of 2.2.13 with more than one arm [BUGS-125]
v2.2.15 [Add] : Head torch added to camera for building / exploring in the dark [REQ-46]
v2.2.15 [Fix] : Cooling time is now properly reflected in the APS ammo UI. Cooling time is now 50% of 2.1.6 cooling time, rather than the 2.2.4 tweak of adding 10 imaginary gauge coolers, which takes overall cooling time down to 42% of 2.1.6 values. [BUGS-77]
v2.2.15 [Fix] : Loading a campaign with custom difficulty now shows the custom difficulty sliders without asking once again if you are happy with custom difficulty [BUGS-112]
v2.2.15 [Fix] : Passive regeneration of ammo out of build mode has been added [BUGS-126]
v2.2.15 [Fix] : Spin block in rotation mode no longer uses motor power. [BUGS-127]
v2.2.15 [Fix] : Wheel force requests go via the vehicle, so you can now visualise them in build mode [FTD-185]
v2.2.15 [Fix] : Wheels exhibit less side ways jitter [BUGS-128]
v2.2.16 [Add] : Added Medium/Hard/Very Hard Quest for Neter campaign scoreboards. Results should be posted properly.
v2.2.16 [Add] : Material replace and mesh replace are now functional for the first time [BUGS-140]
v2.2.16 [Fix] : Fixed the Easy Quest for Neter campaign scoreboard. Results are now posted properly.
v2.2.16 [Fix] : AI components report connection to the mainframe using the correct name now [BUGS-133]
v2.2.16 [Fix] : Batteries spawn full in designer mode now, and for 'fresh' constructs [BUGS-130]
v2.2.16 [Fix] : Custom difficulty damage difficulty no longer resets to 1 if modified mid campaign [BUGS-112]
v2.2.16 [Fix] : Explosion force no longer has the ability to send vehicles immediately off into space due to a bug [BUGS-137]
v2.2.16 [Fix] : Feedback UI message now allows multiple lines [bug reported by email]
v2.2.16 [Fix] : Missile warner no longer disables when in the dip of a big wave, but above water [BUGS-91]
v2.2.17 [Add] : The reflection probe can now be disabled entirely, as well as being set to an infrequent update or a full frame update
v2.2.17 [Add] : It is now possible to adjust the CPU ocean colours independently of the GPU ocean colors. CPU ocean colours updated for Neter. [FTD-193]
v2.2.17 [Add] : Fuel tanks use the body component's model
v2.2.17 [Add] : Launchpad and missile logic completely revamped
v2.2.17 [Add] : Launchpads/controllers/gantries display reload information
v2.2.17 [Add] : Missile components of the same type are now merged into a single model(visual only)
v2.2.17 [Add] : Missile trail length changeable from the options menu (misc tab)
v2.2.17 [Add] : Missile trails improved
v2.2.17 [Add] : Missiles and downward facing bombs with 0° ejection elevation/azimuth won't move or rotate away from the gantries until they clear them
v2.2.17 [Add] : Missiles can only have one thruster or torpedo propeller, in the back
v2.2.17 [Add] : New missile building UI that also provides detailed stats
v2.2.17 [Add] : Pressing fire will only launch 1 staggered missile, holding the button continuously fires missiles(unstaggered behavior unchanged)
v2.2.17 [Add] : Variable propellers are removed, plain Propellers take their functionality
v2.2.17 [Add] : Variable thruster max thrust down to 3000, propeller thrust limit is 2000
v2.2.17 [Fix] : APS ammo customisation UI now presents the correct barrel length needed for accuracy factor of 1, and displays the correct equation for barrel length needed for propellant burn. [BUGS-135]
v2.2.18 [Fix] : ACB piston extension in now in meters and in percent [BUGS-115]
v2.2.18 [Fix] : An ACB executed by another ACB (directly or via a complex control) will be execute in the same frame or in the next frame, depending on the ACBs execution order [BUGS-52] [BUGS-101]
v2.2.18 [Fix] : Victory conditions now latch to a pass state, when appropriate [BUGS-182]
v2.2.18 [Fix] : Missile editor UI made to fill the screen [BUGS-177]
v2.2.18 [Fix] : Missile torpedo propeller now applies the initial launching boost once again
v2.2.18 [Fix] : Torpedos will 'sea skim' without an altitude preference, but no higher than -1m altitude. But if a running depth is defined 'sea skim' torpedos will use it
v2.2.18 [Fix] : Various ballast tank regressions from 2.2.17 fixed [BUGS-178]
v2.2.18 [Fix] : Recursive air pump calculations replaced with stack based. This will stop (potential) crashes when penetrating high volume hulls [BUGS-172] [FTD-31]
v2.2.19 [Fix] : Ballast tank buoyancy adjust now works as expected. And buoyancy once again overcomes gravity for standard missiles [BUGS-178]
v2.2.19 [Fix] : Saving and loading of missible blueprints now reimplenented
v2.2.21 [Add] : ACB water, air, primary, secondary and tertiary commands
v2.2.21 [Add] : Added a railing block, same as the paddle wheel but with no executable code
v2.2.21 [Add] : Paddle wheel is now affected by the subconstruct's motor buff from motor drive of spin block.
v2.2.21 [Change] : Adjustable HEAT factor range is now 0.5-1 instead of 0.5-2
v2.2.21 [Change] : HEAT cone angle to 30° from 15° (more consistent damage that's a bit worse on a perfect 90° hit)
v2.2.21 [Change] : HEAT frag count rescaled so max is lower/min is higher
v2.2.21 [Change] : HEAT penetration metric scales with the square of HEAT factor (0.5 has 1/4 the metric of 1), metrics increased by 25% across the board
v2.2.21 [Change] : Dediblades got a soft speed limit of 50m/s
v2.2.21 [Change] : Marauder now 100% paddle powered.
v2.2.21 [Change] : Vanguard stability improved and a shiny new gun.
v2.2.21 [Fix] : ACB propulsion command now works in manual, not only under AI control
v2.2.21 [Fix] : Achievement some minor missile fixes.
v2.2.21 [Fix] : Numbus missile fixes.
v2.2.21 [Fix] : Iron Maiden map updated.
v2.2.21 [Fix] : Cezar missile fixes.
v2.2.21 [Remove] : Vanguard Retrofit removed from the lineup.
v2.2.22 [Add] : Repetative / continuous sounds (engines, sea creak, turrets) now attenuate over time so you don't have to listen to at max/any volume forever. Customisable in sound options menu. [BUGS-221] [FTD-218]
v2.2.22 [Add] : Content change logs automatically imported into the main change log [FTD-217]
v2.2.22 [Fix] : Dediblade spiners once again listen to the motor drive (regression from 2.2.15) [BUGS-153]
v2.2.22 [Fix] : Wings that are placed upside down now also provide lift [BUGS-218]
v2.2.22 [Fix] : Missile maneouver axis system fixed- missiles (especially one turns missiles/torpedos) should have less problems now. [BUGS-191] [BUGS-242]
v2.2.22 [Fix] : Missile thrusters work when underwater if in a dry space- this includes all missile gantry blocks. This fixes a regression from 2.2.17. [BUGS-211]
v2.2.22 [Fix] : Less memory footprint for explosions [BUGS-198]
v2.2.23 [Change] : Shrike bombs now more reliable.
v2.2.23 [Change] : Hydrovolt minor rearrangements.
v2.2.23 [Change] : Buriser got some fresh ACbs
v2.2.23 [Change] : Perdition got a real lesson on the difference of boat and plane.
v2.2.23 [Change] : Matyr now actually a boat instead of thrustercraft pretending.
v2.2.23 [Change] : Drive wheels can now be configured in 'Tank mode' in order to be able to turn like a tank (off by default)
v2.2.23 [Change] : It is now possible to copy the current wheel configuration on all the wheels on the same side
v2.2.23 [Change] : Turning wheels can now be configured to turn in the opposite direction if placed on the rear of the vehicle (default setting)
v2.2.23 [Change] : Wheel suspension can now be configured
v2.2.23 [Fix] : Issues of ticket [BUGS-212] addesssed, with exception of CRAM heavy barrel costs
v2.2.23 [Fix] : Decorative railing now placeable on fortress / structure [BUGS-215]
v2.2.23 [Fix] : Walrus paddle wheel no longer spins the entire craft.
v2.2.23 [Fix] : Explosions on the very extreme edge of the vehicle work properly again [BUGS-108]
v2.2.23 [Fix] : Grid casting has a better approach to air interface calculation [BUGS-205]
v2.2.23 [Fix] : HEAT correctly recognises air gaps between spaced armour [BUGS-204]
v2.2.23 [Fix] : Number of hit elements now limited correctly, when sub constructs are involved [FTD-13, FTD-51]
v2.2.23 [Fix] : Subobject repairing regression fixed [BUGS-208]
v2.2.23 [Remove] : Vanguard Retrofit removed from the lineup, DWG Muddywaters, WF Speed Bumps, MP Tower Defense all adjusted accordingly to the change.
v2.2.24 [Add] : Added an articulated paddle that only applies force in the vehicle's forwards direction
v2.2.24 [Add] : Pathfinding codebase for FTD combined with that of FS. FTD pathfinding for naval AI expected to improve [FTD-221]
v2.2.24 [Add] : An automatically incrementing 'build revision' number has now been added to handle hot fixes without version changes. [FTD-224]
v2.2.24 [Fix] : Avatar has rudimentary ability to walk up slopes now
v2.2.24 [Fix] : Dediblade max speed set to 100m/s, not 50m/s
v2.2.24 [Fix] : Spawning subconstructs like the prefabs in the inventory now works across multiplayer games without causing a desync [BUGS-68]
v2.2.24 [Fix] : Stacking many SubConstruct do not freeze FtD anymore [BUGS-225]
v2.2.25 [Change] : Javelin now more ship than rocket ship.
v2.2.25 [Change] : Kalmar now fully paddlewheel powered.
v2.2.25 [Change] : Ocelot slowly backs itself back into the bush.
v2.2.25 [Change] : Aerotyrant received a new nose paint job.
v2.2.25 [Fix] : Vanguard crew removed the reverse gear after a few accidently wrong shifts.


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