Patch Notes and Blog

What’s recently happened:

Huge updates to the planet editor to allow players to make richer campaigns, story mission and multiplayer maps. The custom cannon system has been updated to complement the advanced cannon system nicely. Vehicle physics have had an update and now drag is applied at the center of drag, rather than the center of mass. The game is now more playable than ever with the inclusion of a “building bar” similar to those seen in other RTS games- you can populate this building bar with all of your favourite designs. Localised resources add a new level of depth to the game as resource must be carried to the point of use using supply fleets. Fleet patrol loops have been added to make this easier to manage.

 

What’s planned for 2016.

Mod support is underway- allowing the inclusion and changing of all in game components, their textures, materials, meshes, stats and code. After that the focus will be on including new component sets including Steam and Nuclear engines and  AI faction strategic AI will get  an upgrade. Fire mechanics are also planned for inclusion in 2016 as well as a much greater level of multiplayer integration.

 

Patch Notes

Find the patch notes here. For pre August 2015 patch notes check the forum.

Patches

RSS FtD Forum

  • Demons arena tournanent February 12, 2019
    A kinda late post for tournament for big and expensive fleets. After taking a break from youtube and life in general for a month I decided to come back to this tournament so here goes the rules. &t 600k resource limit &t up to six vessels (sub vehicles are counted in this limit and once […]
  • Giant Propeller Bug February 11, 2019
    Hello, ive tryed to remove an giant Propeller from my creation after this i get an green screen with intact interface. saving and loading everithing ends with an error https://i.imgur.com/UMlk6RC.png my save is in the attachment   10.zip (Size: 620.84 KB / Downloads: 2)
  • Help with super fast kamikaze design February 10, 2019
    Okokok. I'm using Madwand's Aerial AI. I'll be posting there too so I can get advice on both ends. But I can't figure it out - I set all of my lua settings to the ones it listed under 'kamikaze' in the faq section. Am I stupid?   KAMIKAZE.blueprint (Size: 81.8 KB / Downloads: 4)
  • GG February 3, 2019
    Hi iam using the gameguru software witch use also lua.I have a problem, i created a sentry gun and i wanna thats a static non pickable weapon but have no idea how to do that, everytime i press the "take weapon" key also "e" in my case the weapon goes to my inventory and i […]
  • Shell type to counter shields February 3, 2019
    Hello. After starting the AoTE campaign to try and beat it, I came to the realization that just about every tank in the SE is equipped with dozens of impenetrable invisible barriers and not armor which kinda goes against the name "Steel Empire". There isn't much steel being used at all. Anyway I was wondering […]
  • Tank Tussle Season 2! (Submissions Due March 1st) February 2, 2019
    Hey everyone! I'm officially announcing my next tournament after Battleship Brawl Season 4 Finishes! Please read the rules THOROUGHLY before submitting. Tank Tussle Season 2 -Max Materials: 30k -Max Vehicles: 1 -Spawn Range: 1500m -Max Range: 1000m -Speed Limit: 40 m/s -Allowed Weapons: APS cannons and small missiles. -APS Restrictions: --No multi-barrel firing pieces. Every […]
  • I would give a left arm for a muzzle flash reduction mod February 2, 2019
    Please, if there is one already, link me to the right direction - there are so many otiose left arms walking around, anyway. I cannot observe the unit weaknesses in the deathmatch arena laboratory right, as those huge flashes cover everything. ;( Help your fellow mad scientist, please!
  • Naming Spin Blocks and Pistons January 31, 2019
    I've noticed that the updated tortuga model has a very clever set of ACB's programmed to move a plane platform. The ACB's are programmed to move named spinblocks and pistons. The only problem is that I can't find any information regarding changing the ID or the name of spin blocks and Pistons. Does someone know […]
  • Beltfed loaders + high gauge = surprisingly good results January 30, 2019
    Sooo, I'm curently toying with beltfed-based artillery, and checked how far I could go in terms of gauge while keeping a high, sustained rate of fire. So I reworked my Gascogne that I like so much and turned the artillery into beltfed-based thing. Result is... interesting. To fit a 500mm shell in a beltfed, there […]
  • Naming Spin Blocks January 30, 2019
    Hi, I-ve looked everywhere, can't seem to find anything about it. I've been looking at the updated models and I've seen the Tortuga ship from the DWG has a very interesting platform on its stern that conducts a series of programmed moves. The Automated Control Blocks or ACB's are programed to activate a series of spin […]

Comments

comments