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2.6.0 DevTest Strategic AI

Hey Depthians! 

This build is mainly revolving around the strategic AI, numerous new structural blocks and around 150 entries mixed of bug fixes and requests.
You will also find that we have turned off the fog of war so that you can see what the AI is up to in the Neter campaign and tell us if anything seems wrong.
You can find the whole list of bug fixes, requests, changes, tweaks and new additions that have made it into this current Devtest build below.
If you do run into issues and need to report any bugs please use the bug tracker page which I shall also leave below.

v2.6.1 [Add] <ACB>: ACB idle azimuth and elevation actions
v2.6.1 [Add] <APS>: Added a four module ammo customizer
v2.6.1 [Add] <Blocks>: [REQ-1150] Roll option for Tractor Beam.
v2.6.1 [Add] <Blocks>: [REQ-176] A new chair that doesn't raise the height of the character.
v2.6.1 [Add] <Blocks>: AMCC altitude brackets
v2.6.1 [Add] <Build mode>: [REQ-1112] Added option to disable pumps when vehicle is frozen (caps lock).
v2.6.1 [Add] <Build mode>: [REQ-35] Area Erase in prefab mode. Remove all blocks inside the prefab capture box.
v2.6.1 [Add] <Build mode>: [REQ-35] Block Group Erase activated with Shift-Del. Remove all blocks in the selected connected block group.
v2.6.1 [Add] <Build mode>: Block search tool in build mode inventory.
v2.6.1 [Add] <Campaign>: Campaigns (can) now have a material cap / material replenishment system to encourage combat, and reduce 'snowballing' or 'turtling'.
v2.6.1 [Add] <Campaign>: The AI is better add adding reinforcing fleets into the combat
v2.6.1 [Add] <Campaign>: The AI positions its units prior to the start of a fight
v2.6.1 [Add] <Controls>: [REQ-135] Option for camera boost speed.
v2.6.1 [Add] <Game>: Clicking an enemy fleet or resource zone will bring up an information panel that contains lots of data, explanations and options
v2.6.1 [Add] <Map editor>: There is a 'desired engagement range' value in the map editor for faction designs to control the distance they put themselves at before the start of a fight
v2.6.1 [Add] <PID>: Added primary drive, secondary drive and tertiary drive outputs to the general purpose PID
v2.6.1 [Add] <UI>: New button on save vehicle UI for manually incrementing version.
v2.6.1 [Change] <AI>: AI Naval behaviour now checks left/right firepower instead of number of weapons to determine broadside
v2.6.1 [Change] <APS>: Autoloader cost up by 20%
v2.6.1 [Change] <APS>: Autoloader durability up from 80 health/block with 7 armor to 300 health/block and 20 armor
v2.6.1 [Change] <APS>: CIWS all targets get a distance-based priority bonus, goes from 0% at minimum range to 100% at 2x minimum range and above
v2.6.1 [Change] <APS>: CIWS current target gets a 100% priority bonus
v2.6.1 [Change] <APS>: CIWS damage multiplier against missiles from 5x to 8x
v2.6.1 [Change] <APS>: CIWS now won't try to target missiles within the minimum range
v2.6.1 [Change] <APS>: Ejector cost from 20 to 10, durability from 150 health/7 armor to 600 health/25 armor
v2.6.1 [Change] <APS>: Flak radius multiplier up from 3x to 3.5x
v2.6.1 [Change] <APS>: Projectiles with a weak component(<= 0.5 health modifier) in the nose position will explode instead of ricocheting from armor
v2.6.1 [Change] <APS>: With a muzzle break absorbed recoil exerts no physical force on the firing vehicle (without it force is 25% of unmitigated recoil)
v2.6.1 [Change] <APS durability>: 1x1 omni and elevation mantlet health up from 500 to 600
v2.6.1 [Change] <APS durability>: 3m elevation mantlet health from 1500 to 3000
v2.6.1 [Change] <APS durability>: 3x3 omni mantlet health from 5000 to 9000
v2.6.1 [Change] <APS durability>: AA mantlet health from 750 to 2000
v2.6.1 [Change] <APS durability>: Armor of all mantlets increased to 40
v2.6.1 [Change] <APS durability>: Heavy barrel armor from 25 to 40
v2.6.1 [Change] <APS durability>: Laser targeter and fall of shot predictor armor up from 5 to 25
v2.6.1 [Change] <APS durability>: Laser targeter and fall of shot predictor health up from 150 to 350
v2.6.1 [Change] <APS durability>: Mantlets cost 40 materials/cell occupied
v2.6.1 [Change] <APS durability>: Normal barrel armor from 15 to 25
v2.6.1 [Change] <APS durability>: Normal barrel health from 350/m to 700/m
v2.6.1 [Change] <APS durability>: Railgun barrel magnet and attaching fixture armor up to 30
v2.6.1 [Change] <APS durability>: Railgun barrel magnet and attaching fixture health up from 300 to 600
v2.6.1 [Change] <Blocks>: Ducts, wings, rudders, etc. no longer block propulsion
v2.6.1 [Change] <Breadboard>: Propulsion Main, Secondary and Tertiary now reads from Drives instead of Inputs
v2.6.1 [Change] <Build mode>: Instant fill and prefab placement in singleplayer
v2.6.1 [Change] <Build mode>: When mirror mode is enabled, prefabs are placed on both sides of the mirror now
v2.6.1 [Change] <Controls>: Faster camera rotation speed when time scale is low
v2.6.1 [Change] <Controls>: The key mapper opens a dedicated popup to capture key presses now
v2.6.1 [Change] <Countermeasures>: Heat, radar and sonar decoy block power use down to 20%
v2.6.1 [Change] <Game>: Out-of-play retrofits now works in the same way as in-play retrofits. Only unchanged blocks are kept now.
v2.6.1 [Change] <Game>: Retrofits now keeps processed resources. It used to convert all resources to material.
v2.6.1 [Change] <Localization>: Unicode BMP support in blocks that store text
v2.6.1 [Change] <Misc>: Alloy base health increased from 260 to 300
v2.6.1 [Change] <Missiles>: All MIRV components cost 1/5 the ammo of a normal component
v2.6.1 [Change] <Missiles>: All MIRV components have high health, 50% of a reinforced body
v2.6.1 [Change] <Missiles>: Interceptors now do 1.5x damage against L missiles, instead of 2x
v2.6.1 [Change] <Missiles>: Missile health and interceptor damage down by 20%
v2.6.1 [Change] <Missiles>: Remote guidance needs half the processing power, and costs 2x as much ammo as a standard component
v2.6.1 [Change] <Modding>: Drag clearance now uses a list. There were only two slots for that which is not enough.
v2.6.1 [Change] <Projectiles>: APS and CRAM projectiles now use the same detection range scaling as missiles without thrust (CRAM got a flat 4x reduction for now)
v2.6.1 [Change] <Projectiles>: APS and CRAM projectiles now use the same detection range scaling as missiles without thrust (CRAM got a flat 4x reduction for now)
v2.6.1 [Change] <Steam engine>: [BUGS-459] Huge steam boiler can connect to multiple pipes now
v2.6.1 [Change] <UI>: UI font looks sharper and should work with almost all languages
v2.6.1 [Change] <Weapons>: [REQ-918] It is now possible to assign multiple slots to a weapon
v2.6.1 [Fix] <ACB>: Fixed some rare cases where an ACB wasn't able to detect properly the blocks to control [BUGS-1563]
v2.6.1 [Fix] <ACB>: The 'roll' condition now has a [-180 ; +180] range instead of a [-90 ; +90] one [BUGS-1580]
v2.6.1 [Fix] <AI>: [BUGS-1794] AI Naval behaviour used to have inverted broadside. Now fixed.
v2.6.1 [Fix] <AI>: [BUGS-1851] Fixed bug which made disconnected AI cards impossible to delete
v2.6.1 [Fix] <AI>: The AI will not be automatically enabled when adding or removing an AI block [BUGS-1569]
v2.6.1 [Fix] <Aimpoint>: Any block can now be targeted, including the blocks on SubConstructs [BUGS-1713]
v2.6.1 [Fix] <APS>: [BUGS-103] Fixed issue with elevation movement of all mantlets. Elevation range was not increasing (as it should) as gauge decreased.
v2.6.1 [Fix] <APS>: [BUGS-1420] APS flares actually reduce accuracy, rather than improve it (since APS overhaul, I think). Now fixed.
v2.6.1 [Fix] <APS>: [BUGS-1480][BUGS-1501][BUGS-1553] APS shells now properly fit loaders if the customizer UI says so
v2.6.1 [Fix] <APS>: [BUGS-534] Horizontally placed AA mantlets can now aim over 45 degrees
v2.6.1 [Fix] <APS>: Cannons with target RPM set to a very high number still below 2400 now work at their full potential
v2.6.1 [Fix] <APS>: Smoke strength of shells is linear with smoke warhead count
v2.6.1 [Fix] <Audio>: The CJE sounds are now using the noise reducer [BUGS-364]
v2.6.1 [Fix] <Avatar>: Fixed the reload time reset to 0 when changing weapon and coming back to the grenade launcher [BUGS-1575]
v2.6.1 [Fix] <Block>: A prefabbed video block attached to a camera which was on a removed spinBlock/turret/piston will not corrupt the blueprint anymore [BUGS-1797]
v2.6.1 [Fix] <Block>: Airpumps problem with opened doors when loading a blueprint [BUGS-1658]
v2.6.1 [Fix] <Block>: Connections rules for multi-blocks system has been modified, there are more forbidden configurations now
v2.6.1 [Fix] <Block>: Helium pumps will now start completely flooded if there's a leak (meaning with no helium pump in the room) [BUGS-1644]
v2.6.1 [Fix] <Block>: Light blocks will not be hit by projectiles or lasers anymore [BUGS-281]
v2.6.1 [Fix] <Block>: Power consumption of the active decoys is now loaded properly [BUGS-1500]
v2.6.1 [Fix] <Block>: Simple weapons pasting using the UI will now paste correctly the selected ammo controllers [BUGS-1627]
v2.6.1 [Fix] <Block>: Spinblocks rotation speed unit is now correct in the ACB (it was displayed deg/s instead of rad/s) [BUGS-1756]
v2.6.1 [Fix] <Block>: Steam jet visual now in the correct direction [BUGS-1623]
v2.6.1 [Fix] <Block>: Steam jets 'Copy to neighbors' feature now working fine [BUGS-1730]
v2.6.1 [Fix] <Block>: The flag is now using correctly the wind direction [BUGS-1812]
v2.6.1 [Fix] <Block>: The mesh for the ammo customizer single module is now the correct one [BUGS-1381]
v2.6.1 [Fix] <Block>: The subObject associated to blocks (the metal part of the reinforced wood for example) will now be hidden when the block they are associated to is hidden (structural only for example) [BUGS-1180]
v2.6.1 [Fix] <Blocks>: [BUGS-145] wings did not interconnect when vehicle loaded, now they do
v2.6.1 [Fix] <Blocks>: [BUGS-1699] It's now possible to spread sticky foot responder options
v2.6.1 [Fix] <Blocks>: [BUGS-239] Blueprint Spawner can no longer spawn tilted fortresses and floating structures.
v2.6.1 [Fix] <Blocks>: [BUGS-272] custom jet engine output is now scaled by the amount of it's exhaust pipe submerged in waves, rather than cutting out entirely when below 0 altitude.
v2.6.1 [Fix] <Blocks>: [BUGS-297] Spin block applied torque in the wrong direction. Corrected now.
v2.6.1 [Fix] <Blocks>: [BUGS-365] Permanent disconnections should no longer produce 'ghost' dead blocks which cannot be repaired
v2.6.1 [Fix] <Blocks>: [REQ-1151] Fixed Slope Plate side drag
v2.6.1 [Fix] <Blueprints>: Corrupted blueprints (the ones full of 'null' characters) shouldn't happen anymore, and if they happen, they will not replace the original blueprint or backup anymore [SUP-94]
v2.6.1 [Fix] <Breadboard>: [BUGS-1654] The breadboard drive module now correctly handles infinity and NaN inputs
v2.6.1 [Fix] <Breadboard>: [BUGS-842] You behaviour and maneouvre components no longer need an input to be able to read the current behaviour or maneouvre
v2.6.1 [Fix] <Breadboard>: [BUGS-875] Game no longer breaks if you remove an input from a drive module. Also made it impossible to remove an input from a drive module
v2.6.1 [Fix] <Breadboard>: [BUGS-899] Breadboard no longer breaks if you add components while the game is paused
v2.6.1 [Fix] <Breadboard>: Fixed a bug that made it impossible to edit AI breadboards that didn't have an AI connection
v2.6.1 [Fix] <Build mode>: [BUGS-1822] Added icon for Elevation only turret. It shows up in the middle mouse menu now
v2.6.1 [Fix] <Build mode>: [BUGS-324] Changed replace command behaviour so the mirrored block is correctly removed when the new block cannot be placed
v2.6.1 [Fix] <CRAM>: [BUGS-149] motor driven barrels can no longer increase the recoil more than 500%
v2.6.1 [Fix] <CRAM>: [BUGS-1750] CRAM mortar has been made more accurate by discounting velocity estimation errors coming from imperfect detection
v2.6.1 [Fix] <CRAM>: [BUGS-1750] Fixed an aiming issue that caused (mostly) CRAMS to fire off at seemingly random directions from time to time
v2.6.1 [Fix] <CRAM>: [BUGS-1865] CRAM barrels render again after CRAM firing piece destroyed and repaired
v2.6.1 [Fix] <Detection>: [BUGS-1612] smoke now only stops visual band trackers (including laser tracker) from tracking a target. It used to stop IR/sonar and radar as well.
v2.6.1 [Fix] <Fleets>: Fleet movement loops and fleets ordered to follow other fleets had a lot of issues- this is now all fixed
v2.6.1 [Fix] <Game>: [BUGS-1827] Retrofits no longer creates extra material
v2.6.1 [Fix] <Game>: [BUGS-245] Subobject and prefab migration now catches any corrupt blueprints and will not migrate them
v2.6.1 [Fix] <Game>: [BUGS-466] Underwater length friction is now correctly calculated
v2.6.1 [Fix] <Game>: [BUGS-819] Fixed bug which prevents repair for some block placements
v2.6.1 [Fix] <Graphics>: [BUGS-144] removed the flare effect from the sun as it shows through vehicles
v2.6.1 [Fix] <Graphics>: [BUGS-220] improved the setting of the reflection plane altitude for GPU planar reflection mode.
v2.6.1 [Fix] <Graphics>: [BUGS-85] dead blocks and blocks rendered elsewhere (barrels, dediblades) no longer cast shadows that they should not
v2.6.1 [Fix] <Graphics>: Sign Post text is no longer blurry
v2.6.1 [Fix] <Laser>: [BUGS-1494] Energy charge is now properly distributed on lasers with multiple cavity lines/coupler
v2.6.1 [Fix] <Laser>: [BUGS-162] Pulse lasers now have glow effect
v2.6.1 [Fix] <Laser>: [BUGS-1829] Fixed bug which cause connection between diagonally placed laser transceivers on nested spinblocks
v2.6.1 [Fix] <Laser>: [BUGS-1853] Simple Laser now correctly uses the color settings
v2.6.1 [Fix] <Lua>: [BUGS-158] Normalized the aim direction passed to AimWeaponInDirection to avoid nasty bug
v2.6.1 [Fix] <Lua>: [BUGS-1664] I:RequestControl and I:RequestThrustControl now check for invalid parameters
v2.6.1 [Fix] <LUA>: [BUGS-1838] Fixed infinite thrust bug with SetFloatLogic
v2.6.1 [Fix] <Misc>: High fuel and battery capacities are not displayed in scientific notation now
v2.6.1 [Fix] <Missiles>: [BUGS-1351] Large 2x2 Hatch is now correctly aligned and animated
v2.6.1 [Fix] <Missiles>: [BUGS-1453] Missile interceptors now filter targets based on altitude, not propulsion components
v2.6.1 [Fix] <Missiles>: [BUGS-1610] Large rail launcher ejector connection spot fixed
v2.6.1 [Fix] <Missiles>: [BUGS-1787] Fixed missile hatch problems when launchpads with and without hatch are mixed on the same controller
v2.6.1 [Fix] <Missiles>: [BUGS-448] Removed a detonation clause on missile interceptors that made them quite ineffective in certain launch directions
v2.6.1 [Fix] <Missiles>: Missiles container will now always accept missiles which are just the right volume [BUGS-1740]
v2.6.1 [Fix] <Modding>: [BUGS-493] It is now possible to paste things copied from a different mod
v2.6.1 [Fix] <PAC>: [BUGS-116] PAC input port now checks returning connection correctly
v2.6.1 [Fix] <Physics>: Fixed the fact that in some cases, vehicles didn't collide [BUGS-15]
v2.6.1 [Fix] <Physics>: Light blocks won't block anymore the avatar when it goes up stairs (or ladders) [BUGS-349]
v2.6.1 [Fix] <Simple weapons>: The preview now displays the barrels correctly aligned [BUGS-1381]
v2.6.1 [Fix] <Wheels>: [BUGS-312] wheels (and tracks) can now move across other vehicles
v2.6.1 [Remove] <Avatar>: Removed Miner skill efficiency multiplier for material gathering as it breaks the new economy system
v2.6.1 [Remove] <Build mode>: Build mode checklist is replaced by the block search tool
v2.6.1 [Remove] <Campaign>: Centralised material mode has been removed from the game. The AI factions now properly use localised materials and so must the player.
v2.6.1 [Remove] <Campaign>: Materials are now used for the AI's building- no such thing as battle points / fleet points any more
v2.6.1 [Remove] <Game>: Placing/removing a block no longer wipes the recorded speed and altitude of the vehicle- it reduces it to 95%. This has been changed to reduce the likelihood of out of play speed and altitude errors.

With the update on the 27th. We do know about the wings having a bad texture and that the separator block currently has no code and will be added soon. Smile
Devtest Update 27/03/2020

v2.6.1 [Add] <ACB>: Sensor scramblers can now be controlled [BUGS-1687]
v2.6.1 [Add] <Blocks>: Added a new wing material and using it for wings, ailerons and other control surfaces
v2.6.1 [Add] <Campaign>: AI uses fuel and ammo (as well as materials) for building vehicles    
v2.6.1 [Add] <Wheels>: Added a new track texture and a selector for which track texture you want
v2.6.1 [Change] <Blocks>: Connections rules for multi-blocks system has been modified, there are more forbidden configurations now
v2.6.1 [Change] <Steam engine>: 1m steam propellers now require 1m diameter clearance instead of 3m
v2.6.1 [Fix] <APS>: Autoloaders connection bug fixed [BUGS-1913]
v2.6.1 [Fix] <APS>: Belt-feed autoloaders cannot be directly connected to the input ports any more (at least one clip is now required) [FTD-397]
v2.6.1 [Fix] <Blocks>: [BUGS-1064] drive wheel drive controller reset forward and main axes to 1 after load- fixed now
v2.6.1 [Fix] <Blocks>: [BUGS-1895] oil drill now has the same inability to work at more than a 30 degree angle that the resource gatherer block has
v2.6.1 [Fix] <Breadboard>: [BUGS-1651] The breadboard can now save more components (990), and you can no longer place so many that it crashes when trying to save.
v2.6.1 [Fix] <Game>: [BUGS-1725] projectiles now correctly shift frame with the rest of the objects in FTD
v2.6.1 [Fix] <Game>: [BUGS-1935] retrofitting a mothership with drones will now only update the mothership, unless all drones have been removed from the existing mothership in which case new drones will be placed. If you want to update one or two of the drones on the mothership just retrofit them individually.
v2.6.1 [Fix] <Laser>: [BUGS-1853] Simple Laser and Short Range Laser now correctly uses the color settings
v2.6.1 [Fix] <Laser>: [BUGS-1887] Fixed Short Range Lasers effect position offset
v2.6.1 [Fix] <Power>: Power not available in some situations when 2 large laser multipurpose are connected [BUGS-1940]
v2.6.1 [Fix] <Steam>: Freezing when using 'God mode' and a gearbox's steam engine is taking damage due to rotating to fast [BUGS-1894]
v2.6.1 [Fix] <Steam engine>: [BUGS-1929] Steam propellers work on all orientations now.
v2.6.1 [Fix] <UI>: [BUGS-1867] Tooltips for the different supply groups has been fixed
v2.6.1 [Fix] <Weapons>: Weapons slots are now correctly loaded for old blueprints [BUGS-1908]
Check out my Lets play of From The depths >here<
As well as other games Big Grin

Messages In This Thread
2.6.0 DevTest Strategic AI - by Jon - Community Manager - 2020-03-20, 06:19 PM
RE: 2.6.0 DevTest Strategic AI - by mrvecz - 2020-03-20, 06:45 PM
RE: 2.6.0 DevTest Strategic AI - by Skyer - 2020-03-20, 06:50 PM
RE: 2.6.0 DevTest Strategic AI - by benzo711 - 2020-03-20, 07:05 PM
RE: 2.6.0 DevTest Strategic AI - by Monklizard - 2020-03-20, 07:39 PM
RE: 2.6.0 DevTest Strategic AI - by Mr.YaR - 2020-03-20, 09:05 PM
RE: 2.6.0 DevTest Strategic AI - by Gamer as - 2020-03-21, 12:25 AM
RE: 2.6.0 DevTest Strategic AI - by Albino - 2020-03-21, 12:53 AM
RE: 2.6.0 DevTest Strategic AI - by Skyer - 2020-03-21, 11:34 AM
RE: 2.6.0 DevTest Strategic AI - by majyst - 2020-03-21, 02:50 AM
RE: 2.6.0 DevTest Strategic AI - by Mr.YaR - 2020-03-21, 08:54 AM
RE: 2.6.0 DevTest Strategic AI - by majyst - 2020-03-21, 09:26 AM
RE: 2.6.0 DevTest Strategic AI - by Mr.YaR - 2020-03-21, 02:54 PM
RE: 2.6.0 DevTest Strategic AI - by Lincrono - 2020-03-22, 08:48 AM
RE: 2.6.0 DevTest Strategic AI - by Mr.YaR - 2020-03-22, 09:51 AM
RE: 2.6.0 DevTest Strategic AI - by majyst - 2020-03-23, 03:16 PM
RE: 2.6.0 DevTest Strategic AI - by majyst - 2020-03-24, 10:27 AM
RE: 2.6.0 DevTest Strategic AI - by mrvecz - 2020-03-27, 10:03 AM
RE: 2.6.0 DevTest Strategic AI - by temeter - 2020-03-27, 06:40 PM
RE: 2.6.0 DevTest Strategic AI - by Mr.YaR - 2020-03-27, 07:21 PM
RE: 2.6.0 DevTest Strategic AI - by Gamer as - 2020-03-28, 01:47 AM
RE: 2.6.0 DevTest Strategic AI - by mrvecz - 2020-03-28, 02:58 PM
RE: 2.6.0 DevTest Strategic AI - by Gamer as - 2020-03-28, 04:39 PM
RE: 2.6.0 DevTest Strategic AI - by Van`Silke - 2020-03-28, 12:17 PM
RE: 2.6.0 DevTest Strategic AI - by Gamer as - 2020-03-28, 04:06 PM
RE: 2.6.0 DevTest Strategic AI - by dmoniks - 2020-03-29, 11:32 AM
RE: 2.6.0 DevTest Strategic AI - by Gamer as - Yesterday, 02:24 PM

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