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Hey Big Grin

We are releasing our devtest build real soon (a few mins after posting this)
We shall make an official post with news as to what is happening and all that good stuff once stable goes live on the 10th with the tracks and tournament mode on the 14th.

v2.4.8 [Add] <ACB>: Fortresses can now be controlled using ACBs
v2.4.8 [Add] <ACB>: Missile hatches can now be forced open using ACBs
v2.4.8 [Add] <Avatar>: A cinematic camera option has been added. Press SHIFT + CAPSLOCK by default to access this. It follows the shell / missile or vehicle you are looking at.
Mouse wheel or [ ] brackets zoom in and out in this view. It only works when not in first person view, at the moment.
v2.4.8 [Add] <Breadboard>: Added the 'output' function to the maths evalaluator that gets last frames output. If you can't wait for proper memeory components,
you use this to make your own in the meantime.
v2.4.8 [Add] <Building>: The ability to mirror the placement of a prefab has been added. When a mirror is active only the mirrored prefab will be created.
Remove the mirror to create the unmirrored version.
v2.4.8 [Add] <Holograms>: Color customization for holograms and texts
v2.4.8 [Add] <Holograms>: It is now possible to hide the hologram projector block
v2.4.8 [Add] <Laser>: Armored focusing and steering optics added: 600 HP, 20 armor, 100 materials and 80 weight
v2.4.8 [Add] <Laser>: New targeting option for aimpoint selection card: prefer blocks above water
v2.4.8 [Add] <Laser>: Output regulator slider: burst size, if energy of a shot gets below the minimum it won't shoot again until total cavity energy reaches this %
v2.4.8 [Add] <Laser>: Output regulator slider: minimum shot energy, laser won't fire until the energy given to the next shot reaches this value
v2.4.8 [Add] <Laser>: Output regulator slider: reduces base energy discharge rate of cavities, between 0.1%-20%/second (mostly useful for big pulsed LAMS systems)
v2.4.8 [Add] <Missiles>: The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.8 [Change] <Community>: We've added in a live feed of information / annoucements and bug alerts into the main menu
v2.4.8 [Change] <Holograms>: Switched to new UI
v2.4.8 [Change] <LAMS/Projectiles>: APS flak damage up from 30% of HE to 40%, missile interceptor damage up by 60%
v2.4.8 [Change] <LAMS/Projectiles>: APS, CRAM and missile health increased by 50% across the board to follow energy and 0Q/output regulator limiting buff
v2.4.8 [Change] <LAMS/Projectiles>: Kinetic projectiles do double damage to missiles
v2.4.8 [Change] <Laser>: 0Q laser damage/energy up from 0.5 to 0.75 (pulsed is 1)
v2.4.8 [Change] <Laser>: 0Q laser now has 150% AP, compared to pulsed(down from 200%)
v2.4.8 [Change] <Laser>: Armor for focusing/steering optics increased from 8 to 10
v2.4.8 [Change] <Laser>: Focusing optics have better damage falloff reduction (10 of them do ~85% damage at 1000m, up from ~78%)
v2.4.8 [Change] <Laser>: Laser cavity sizes up from 100/400/4000 to 150/600/6000
v2.4.8 [Change] <Laser>: Laser pump base energy/second up from 20 to 30, power cost from 40 to 60
v2.4.8 [Change] <Laser>: Simple laser damage/second down from 1600 to 1000, AP down from 10 to 8
v2.4.8 [Change] <Laser AP>: AP modifier examples: 1 smoke 30%, 3 smokes 20.8%, STR 1 shield 53.6%, STR 10 shield 24.89%,
v2.4.8 [Change] <Laser AP>: Frequency doubler cost up from 200 to 250
v2.4.8 [Change] <Laser AP>: Laser shield is now the equivalent of a smoke with SHIELD_STRENGTH * 175 strength. Still only the strongest shield counts
v2.4.8 [Change] <Laser AP>: Multiple smoke layers use the sum of their strengths to determine their AP reduction
v2.4.8 [Change] <Laser AP>: Smoke clouds have a strength value: 1000 for dispenser, 100/600 for 200mm/500mm APS warhead
v2.4.8 [Change] <Laser AP>: Smoke now reduces laser AP, instead of damage
v2.4.8 [Change] <Laser AP>: Smoke reduces laser AP to: 300 / (SMOKE_STRENGTH^1/3) % of the original (in other words reduction is proportional to density)
v2.4.8 [Change] <Laser AP>: Smokes with a combined strength over 400 block laser missiles guidance and visual/laser detection equipment
v2.4.8 [Change] <Laser AP>: Wavefront coder removed
v2.4.8 [Change] <Missile decoys>: Flare and sonar/radar target simulator signal strength up to 250%
v2.4.8 [Change] <Missile decoys>: Radar/IR/torpedo guidance now tries to recognize missile decoys, randomly reducing their signal strength to 10-100% (rolled when fired)
v2.4.8 [Change] <Missile decoys>: Remote guidance error added by signal jammer down to 75%
v2.4.8 [Change] <Missile decoys>: Signal processor component improves the decoy recognition of guidance, reducing remaining decoy signal strength to 25/20/15% (S/M/L)
v2.4.8 [Change] <Missile decoys>: Single pixel IR seeker reduces decoy missile signal strength to 15-30%, instead of 10-100
v2.4.8 [Change] <Missiles>: All damage cut to 75%
v2.4.8 [Change] <Missiles>: Fuel tanks hold 25% more fuel
v2.4.8 [Change] <Missiles>: Short range thruster now has the same efficiency as variable, 1 thrust for 1 fuel
v2.4.8 [Change] <Missiles>: Single pixel IR seeker angle down from 35° to 30°, still can't use signal processor and has half the signal strength threshold
v2.4.8 [Change] <Missiles>: Target priority modifier at an angle now scales with the the maximum angle of the guidance component.
v2.4.8 [Change] <Missiles>: Turning rate increased by 50% across the board
v2.4.8 [Fix] <ACB>: Arrows added to the complex control action [BUGS-857]
v2.4.8 [Fix] <ACB>: It is now possible to set the warp drives resting charge using an ACB [BUGS-1124]
v2.4.8 [Fix] <ACB>: Propulsion powerscale can now be negative [BUGS-867]
v2.4.8 [Fix] <ACB>: Setting AI behaviours now works fine [BUGS-1131]
v2.4.8 [Fix] <Airpumps>: Opening or closing a door will now update the airpumps correctly [BUGS-799]
v2.4.8 [Fix] <APS>: APS barrels now extends correctly after having fired [BUGS-1141]
v2.4.8 [Fix] <APS>: APS recoil absorbers tooltip connection fixed [BUGS-1156]
v2.4.8 [Fix] <Blocks>: The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.8 [Fix] <Boilers>: Pipes must now be correctly oriented to connect to a boiler [BUGS-883]
v2.4.8 [Fix] <Breadboard>: Fixed not being able to add more outputs to a component if it has many inputs
v2.4.8 [Fix] <Breadboard>: Fixed the 'and', 'or' and '!' operators not working correctly
v2.4.8 [Fix] <Build>: The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.8 [Fix] <Chairs>: Main chair feature now working [BUGS-1096]
v2.4.8 [Fix] <CRAM>: The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.8 [Fix] <Explosions>: The default value for the air bleeding power is now fixed to '0.35', the '/Users/<Windows Username>/From The Depths/Player Profiles/<FtD Username>/profile/profile.ExplosionBalancing' file will be overwritten in order to reflect the correct default values (the automatic overwriting will be removed after a few weeks) [BUGS-1140]
v2.4.8 [Fix] <Holograms>: No more problem when setting the 'lock to image ratio' toggle with no image
v2.4.8 [Fix] <Holograms>: The holograms and texts will not disappear anymore when behind glass blocks [BUGS-95]
v2.4.8 [Fix] <Laser>: Lasers are now aiming better at very long distances [BUGS-1131]
v2.4.8 [Fix] <Lua>: Fixed NullReferenceException when trying to get the fleet info while a ship in the fleet was being scrapped
v2.4.8 [Fix] <Missiles>: Required accuracy can now be enabled/disabled for missile controllers on the hull, the default status is disabled (when not on the hull, then it will always been activated) [BUGS-788]
v2.4.8 [Fix] <PAC>: Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.8 [Fix] <Pistons>: Color will now be applied correctly to pistons when placed or loaded [BUGS-1176]
v2.4.8 [Fix] <Projectiles>: Projectiles now correctly hit (or not hit) moving vehicles. Ricochets against moving vehicles now also take the velocity of the vehicles into account.
v2.4.8 [Fix] <Propulsion>: Fixed a bug that caused propulsion requests to not be executed [BUGS-1001] [BUGS-995]
v2.4.8 [Fix] <Propulsion>: Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.8 [Fix] <Shells>: Fixed shells missing approximately one block out of 10
v2.4.8 [Fix] <Shells>: Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.8 [Fix] <Shields>: The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] <Shields>: The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] <Skills>: Debug explosion skill fixed (be careful, large explosions can hurt very badly)
v2.4.8 [Fix] <STL>: The STL exporter is now fixed. It exports 3D models of your vehicles which can be loaded into other modelling applications or 3D printed. It's accessible in the Construct Info UI (press V on a vehicle)
v2.4.8 [Fix] <Tooltips>: Various laser tooltips updated
v2.4.8 [Fix] <UI>: It's no longer possible to accidentally interact with the main menu before the screen has fully faded in
v2.4.8 [Fix] <UI>: The ACB Controller UI now works fine when modifying the name of a button which is not the first one [BUGS-1111]
v2.4.8 [Fix] <UI>: The red channel of the color with shininess pickup is now working well with the mouse-wheel [BUGS-601]
v2.4.8 [Fix] <UI>: The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] <UI>: The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] <VideoBlock>: No more problem when using an ACB to control it
v2.4.8 [Fix] <VideoBlock>: The camera view shouldn't make the whole game to flicker [BUGS-1084]
v2.4.8 [Fix] <VideoBlocks>: The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
v2.4.8 [Fix] <VideoBlocks>: The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
Check out my Lets play of From The depths >here<
As well as other games Big Grin

Messages In This Thread [dev test] - by Jon - Community Manager - 2019-08-08, 10:15 PM
RE: [dev test] - by draba - 2019-08-08, 10:54 PM
RE: [dev test] - by DelsGaming - 2019-08-08, 11:05 PM
RE: [dev test] - by benzo711 - 2019-08-09, 09:16 AM
RE: [dev test] - by Skyer - 2019-08-09, 09:35 AM
RE: [dev test] - by Carolus Magnus - 2019-08-09, 02:48 PM
RE: [dev test] - by Emmy - 2019-08-09, 05:35 PM

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