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

  • Particle Cannons and Customisation April 24, 2017
    I'm writing this as a result of some of my more inventive ideas and testing results, and one could almost consider it as a pseudo-complaint about the current state of particle weaponry and how they function - and how currently (though of course all in all it may be just me) they are really niche […]
  • What have you done Youtube!?!? April 24, 2017
    Has anyone else found the 82 minute long advert on YouTube yet? I'm still somewhat in shock after finding it...
  • [request] Lua missile script April 23, 2017
    Hey all, Is someone able to please write a script that will launch missiles on a certaon weapon group if lasers are detected? Thanks in advance
  • Zarmina flag dump thread April 23, 2017
    for those who need it, like me!   earth2.jpg (Size: 82.23 KB / Downloads: 7)
  • Planet Intersea Trailer! April 23, 2017
    Intersea is a campaign i've been developing for months now. It has one of the most massive selections of vehicles ever created for FtD combined with a campaign and missions for each of the 17 factions in the game. I essentially wanted to see how much depth I could fit into the constraints of the […]
  • Looking for Playtesters April 23, 2017
    A Trailer for the Planet of Intersea I've been developing for months. I think it may even be the biggest (in terms of number of vehicles and factions) planet so far developed for FtD. It strictly uses technologies in use in the real world from 1960 to 1980 with a few small liberties to add […]
  • Prefabs for easy adventure mode start? April 23, 2017
    If you can place prefabs in adventure, then why doesn't everyone have a prefab for a small ship and use that for the adventure mode start so that it won't really matter if you get a hard enemy at the start? If this wont work what is the fastest/easiest way to start adventure?
  • [SD] [70/80 FP Godly Heavy] Event Horizon April 23, 2017
    I have never attempted a ship in my style this big, so it is not up to the standards that I hold my personal thrustercraft up to (also I want to show Neter players some mercy). Regardless, it is still quite an impressive feat of raw firepower. I give you, the Event Horizon (name pending) […]
  • Recoilless rifle part. April 23, 2017
    A part that when attached to a Cannon and facing the opposite way as the firing piece, uses half the propellent of the gun to make recoil zero, thus making the projectile 50% slower. I can think of some uses for such a part for both crams and acc. For example, being able to mount […]
  • [1.967] enemy not spawning April 23, 2017
    Whenever i press X in sandbox mode it comes up with spawn options and when i click any of them nothing spawns in i checked the blueprint folders and all the blueprints were there.

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