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

  • Enemy of Vehicle September 18, 2018
    I like Vehicle. But Smooth Road is very important for Vehicle
  • Why do cram 2m caliber shells only piercate a 1m hole when passing through armor? September 18, 2018
    Why do cram 2m caliber shells only piercate a 1m hole when passing through armor?  
  • Interesting thing I found while testing APS shells September 18, 2018
    An interesting thing I discovered today:
  • Age of Sail Broadsiding warship Joust September 16, 2018
    Welcome one and all. In an effort to spur on my Imperium age of Sail CC and raise some interest in a niche rarely explored in FtD, I'd like to host a tournament using only Sailing ships or early steam and sail powered ironclads from the crimean war era. First off though, I must add […]
  • Sep/October sprint mega thread September 16, 2018
    So a new thread for the on going work and I'm very excited about this one. Here are the key events / plans for the next four weeks until Saturday 13th October 1) New starts: HerpeDerpeDerp and Rhea have joined the team. Both have done great work with modding and very excited to see what […]
  • To clear up some confusion about armor penetration September 16, 2018
    So I was looking through the suggestions ticket thingy we have now and stumbled on this ticket. It appears that there is some confusion on the subject of armor penetration (irl, not in game). So heres a (relatively) short summary of how armor penetration works and where armor is now a days. To make this […]
  • New unit tooltip September 15, 2018
    I decided to make the ingame tooltips more informative rather than just saying "x is a light tank with dual cannon" but instead, all vehicles will have a list of its stats, in this order: Type - (Tank Destroyer/Heavy) Movement - (Hover/Land/Air) Top speed - (Some number in its most ideal state) Health - (block […]
  • September mega thread - round up September 15, 2018
    So the September sprint has come to an end. A huge number of tickets were created and processed, the remains a lot of the original scheduled work still unfinished at the end of the sprint. And this does not include the 130 bug reports now registered as "done" or "in review". All tickets on the […]
  • Destroyer Type C September 15, 2018
    Finally getting around to sharing my designs now that 2.2 has been released and acb's work again. costs just under 100k   DESTROYER TYPE C.blueprint (Size: 299.4 KB / Downloads: 10)
  • Complex Controller Airplane issue September 14, 2018
    Hey, so yesterday I made a light alloy biplane design. It uses a spin block and heliblades as a propeller, and as the vehicle controller doesn't seem to function well with spin-block heliblades so I moved all the controls onto a complex controller. Pitch, roll, everything worked properly except for yaw but I'm not sure if […]

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