Patch Notes and Blog - From The Depths

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

  • a few suggestions+bonus tactic February 23, 2017
    Suggestions: Animals(for a diverse ecosystem, you could even domesticate them or use the small ones on ships as helpers...or as ships by integrating their movement syst. to the mech/ship/craft or using their hides as decorations. need some inspiration, devs? go take a look at Subnautica for sea creatures and other games like NMS or something […]
  • Modification of the same class by several mods February 22, 2017
    Warning, this is a highly technical developement thread, you've been warned... I have finally had the courage to do something so that modification in a class by a mod (using class replacement) will not mean that no other mod can modify it. I have made a prototype that works well, I just have to test […]
  • How would the square laws affect a scaled up firearm? February 22, 2017
    imagine a 9mm but for something like the titans in titanfall. Most guns use a gas system in order to chamber a round so i would assume gas pressure would have to be readjusted unless the amount of generated gas pressure follows an almost linear curve. Now that gun would likely not be a 9mm […]
  • Shell design February 22, 2017
    Regarding the creation of shells I'm going to make it a bit more realistic than FtD. The shells you design will fit a variety of weapons. There will be certain set calibers rather than a sliding scale. Shell length will be less fluid than in ftd- and more closely linked to the caliber. You will […]
  • How does adventure mode work? February 22, 2017
    So, I managed to make it out of the first plane which was overflowing with enemies, into the second. Deserted. Almost no enemy spawns, no gates, no resource zones, nothing. This goes on, plane after plane. Even after an hour in a plane there's almost nothing happening. Am I going in the wrong direction or […]
  • Improve this pls. February 22, 2017
    Hello all. You might remember a while ago I posted a ship asking you guys to try and update it because I suck at FTD. Well, I need help again xD. This is the replacement for the old cruiser I posted. It's smaller, not as under-armed, and actually has more cannons. It's also unfinished, since […]
  • Modify Vehicle Spawner [Escape Pods, Bomb Dropping] February 22, 2017
    There are several ways: 1.) Add an option to hold a vehicle (like a tractor beam) indefinitely and release it when a key is pressed (complex controllers/control blocks). 2.) Add a new block, that works like a spinblock that connects vehicleA(e.g. escape pod) to vehicleB(mothership). When a key is pressed(cmplx ctrl/ctrl block) the "block" detaches/ejects […]
  • [modding] Impossible to create dynamic assemblies February 22, 2017
    Well, it's not technically impossible, but you have to initialize the LUA box before doing it... The problem is that when the LUA box is initialized, it eventually calls 'SLua.LuaSvr.bindAll()'. That method get all the assemblies and get all their exported types. Unfortunately, the 'GetExportedTypes()' method do not exists for dynamic assemblies. Just adding a […]
  • FTD using wrong graphics card February 22, 2017
    So I got my new desktop recently, and FTD doesn't seem to be working. I get around 1 fps in the main menu with the graphics turned down to minimum. I tried reinstalling the game, and then go into the game to pleasant 80 frames for like 10 seconds, then back to 1 frame. I […]
  • Keyboard not responding February 22, 2017
    I am having an issue in that the game absolutely doesn't recognize my keyboard, regardless of what keys I use. The controls, at the beginning of the game, were changed over to use the mouse after we tried using the tutorial to no avail and now I can't even change them back. I have tried […]

Comments

comments