1.947 [Mod support and more] - From The Depths

Apr
01

1.947 [Mod support and more]

So pleased to release this huge update to the stable branch. Land vehicles, mod support, multiplayer improvements, improved player movement (and stairs!), balance changes, CIWS turrets and bomb chute barrels are among the hundreds of changes.

You can view and share mods here http://www.fromthedepthsgame.com/forum/forumdisplay.php?fid=54 – and steam workshop support for them will be added shortly.

[Improvement] Wheels controllable by piggybacking onto water mode or air mode propulsion

[Improvement] Resource zone resource growth rate is now constant again- rather than increasing when the zone is empty

[Improvement] new control options added to the Automatic Control Block

[Improvement] Mod support added to the game

[Change] Ammo router no longer required for the Advanced Projectile System

[Improvement] Stairs block added”

[Improvement] Rambot avatar can now cling to his vehicle (which is the default movement mode). Press \\ to change mode. Double tap space to release from vehicle

[Change] Scuttlebot avatar removed from the game

[Improvement] replace block now works in multiplayer

[Improvement] Prefabs now work in multiplayer

[Improvement] Sub object save and load now works in multiplayer

[Improvement] Weapon control is better in multiplayer

[Improvement] Client movement is controlled client-side in multiplayer so is lag free

[Improvement] New hand holding tutorial system added to lead you through the tutorial resources available

[Improvement] New sound manager system added which has nice effects and models speed of sound

[Improvement] support added for land units and all terrain vehicles as forces and fleets

[Improvement] Bomb Chute barrel for Cram cannon added

[Improvement] Significantly increased the FPS when on the map

[Bug fix] land should no longer disappear from beneath the player or vehicles

[Change] the way sails are placed has changed a bit- some may well now be broken- sorry about that

[Improvement] Prefabs and sub objects now stored in individual files

[Change] Missile drag decreases from 100% at altitude 0m to 50% at altitude 300m and then 0% at altitude 500m. Ability to turn using fins decreases from 100% at 300m to 10% at 500m

[Improvement] Projectile follow camera is now an orbital view of the projectile / missile

[Change] Lasers can damage out to 10km now- not just 3km

[Change] Raw resource storage containers now store 2k resource per meter cubed- not 10k

[Improvement] game config sliders for resource storage and overall damage scaling

[Improvement] You can pause the game at any time by pressing F11- you can still move the camera and look about

[Change] vehicle drag is reduced from 100% at 300m altitude to 10% at 500m altitude (where air density reaches 0)

[Improvement] event outcome likelihood is now customizable in the map editor

[Improvement] Resource dump levels are now controlled by the server and synchronized to the players

[Improvement] Retrofitting is enabled in multiplayer games

[Improvement] Resource supply distance based on the force’s resource storage capacity

[Improvement] There is now the option in the V menu to disable the removal of water effects due to air pumps

[change] APS Autoloaders now have a bonus to reload speed for the larger variants, roughly 40% of the previous size

[Improvement] Several new player skills/buffs have been added, structure inplace for more in future. Current new skills that work are Gunnery, Sea Captain, Gun smiths, Salvo Batterries, Naval engineering, Aerial engineering and Astro enginerring

[Improvement] tooltips enabled for enemy vehicles in the fleet control UI.

[Improvement] Close In Weapon Support (CIWS) AI weapon controller added for firing turreted APS at missiles

[Improvement] Control block can now force all weapon types to fire

[Improvement] LCW shots per second limit is now 40 instead of 2. Not sure why it was ever 2

[Improvement] Vehicle on vehicle collision bugs ironed out

[Improvement] when you give orders to your vehicles they will sort of speak back to you. There are four personalities associated with the four modes: water, air, land, all terrain.

[Bug fix] bug fix regarding fog of war view distance for dead blueprints

[Improvement] build bar / favourites list works in multiplayer now

[Change] Missile explosive warhead damage doubled from 200 to 400 per warhead

[Change] You no longer need a patrol AI card to give orders to the AI- so the card is now obsolete

[Change] User interface for fleets and forces simplified and unified quite a bit

[Change] you can now longer have a fleet without a flagship- one will always be assigned

[Bug fix] Fleet rotation speeds now properly calculated and applied

[Change] Volume used instead of block count in a number of places throughout the game now

[Improvement] AI, Fleet, and Resource Zone bindings added to Lua.

[Bug fix] Lua editor will now select all code when CTRL+A is pressed.

[Improvement] Inventory, fleet control and map UI declutter

[Improvement] Dangerous Waters WWII RTS planet is in the built in planet’s folder and ready for v0 testing.

Comments

comments

RSS FtD Forum

  • Building Tool, Crane Platform May 25, 2017
    A little Platform I use when building ships, Thought others may be interested in using it.   Crane Platform.blueprint (Size: 64.36 KB / Downloads: 1)
  • [WIP, I might need help]Some kind of Cruiser, I am bad at naming things May 25, 2017
    I've tried building a big ship (as in "longer than 200 metres") for the first time; hull and primary weapons are almost finished, but it still needs detection equipment, a LAMS, smoke, shields, maybe a CIWS, the superstructure is unfinished and it is mostly unpainted. I've this already even though it is not finished because […]
  • Turret not turning all the way [1.969] May 25, 2017
    This is concerning the frontmost turret on the ship only. I've been searching for days but I can't find anything obstructing the turning of it, neither on the hull nor in the constraints. Even with the constraints turned off it does not want to turn fully, only up to about 30° Nothing inside the turret […]
  • Hovercraft Problems. May 25, 2017
    So I'm making a PID hovercraft. It's probably going to be the 2nd best in the 3 that I've made (It was surprisingly stable before I had even added the role and pitch PIDs). It moves fine riiiiiiiight up until the point where it flies up into oblivion. When you put it into fleet move […]
  • Missile changes May 25, 2017
    Hello could someone make a mod that makes 3 new missile components: Unlimited fuel component Variable turn force fin (not affected by missile drag, i want very fast turning missiles with a single fin component) Explosive warhead with the stats of an Tactical Nuke. If someone was kind enough i would be happy!
  • [DWG] Patchwork replacement May 25, 2017
    I've always had a kind of love-hate relationship with the Patchwork - it really fits the rag-tag style of the DWG, but at the same time, much of the design doesn't really read as anything but a lump of wood, and not in a way that fits the concept. It also didn't really have a […]
  • Illuvatix-class Frigate - How the hell do you make good smaller calliber APHE guns? May 25, 2017
    Hey fellas. I was trying out a campaign with a couple of friends who are new to the game and while waiting for them to build their starter vehicles with the available resources I set out to make an APHE Corvette. As usual things got too big and the corvette was a small destroyer. What […]
  • Repaired nukes won't explode again May 25, 2017
    Hey there, i builded an explosive stick, a couple of Woodblocks with one tactical nuke in front. This "stick" is moved by a dockingsation on a Turret. It will explode if it's close to an Objekt(trigered by ACBs), afterwards it will return to the docking station to repair woodblocks and the nuke(ACB health &t; 50%). […]
  • Qonquer Class Multipurpose Fighter May 25, 2017
    Qonquer Class Multipurpose Fighter- Hey! Another fighter! Designed to take a bit more punishment than the ADF-01 Falken. Also designed for more multipurpose roles. It does better against ships compared to the ADF-01. It's the only plane I've ever built that can beat The Flying Squirrel 1v1. Wow, what an achievement. Armament: 6x Multipurpose Missiles […]
  • Atlantis submarine aircraft carrier May 25, 2017
    Based on the supreme commander Atlantis, this behemoth of a submarine is 302 meters long, 111 width, and 57 tall. its fully functional, comes equiped with some pretty nasty torpedoes and its powered by rtgs, so it is pretty expensive. as for defence, it has basically none, no shields, no aa, nothing, so the way […]