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

  • 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 […]