What is up epic community 😀
We have released the next update v2.4.8 😀 which comes with numerous bug fixes, tweaks and new additions.
(2.4.7 is a special beta branch if anyone doesn't like 2.4.8.3)
We have worked hard to get tank tracks in this update, and I know the “track” taken to get here has been a long one. However there is a small delay as the delivery van had a puncture, since its still using tires. We will have the tracks here on Wednesday 14th along with the custom battle mode :(
*cough about time cough*
(I was going to insert a tank joke but I fear I would go off track)
Tank tracks will wrap around wheels automatically, choosing to lay above or below the wheel depending on placement. As you can see in the screen shot, the center wheel on the top row has the track passing under as the wheel is a bit lower than the rest in the line.
AI behaviour and maneuver
These cards will automatically add a behaviour and a manoeuvre which can come pre-configured as well as customisable.
Missile tweaks balance and improvements
Our epic missiles of mass boomness have been tweaked up! They are now 50% more agile meaning a much better hit rate and precise and fuel tanks store more fuel by 25% and an epic 250% boost to the decoys :O but missiles have had their damage cut to 75% - more stat changes and details on the decoys below
Lasers
Lasers have had another epic tune up, the list is long so more details will be found in the patch notes. However the new additions are, Armored focus and steering optic with 600HP, 20 armor costing 100 materials and 80 weight. The Output regulator now allows us to reduce the base energy discharge rate of cavities. Regarding minimum shot energy, the laser won't fire until the energy stored in the laser system reaches the value given. Burst size, if the energy gets below the minimum it will not shoot until the total cavity energy reaches the % given.
Aiming above water line
We now have the option to tell our dakka and anything connected to the mainframe using aimpoint selection to fire above the sea line! This is going to be a great benefit to us when it comes to our lasers for sure! Say no more to firing under the sea and losing a crap ton of damage :D
Cinematic camera
The cinematic camera will now allow us to focus on a shell APS/Cram/missile and specific parts of the construct will work by using shift+caps or ctrl+caps, which should give us a better way to record those special moments :D
Mirrored prefabs
We have recently set up a road to release challenge and we are really grateful that we have such an awesome community, and as you may know already we have hit the first milestone and unlocked prefab mirroring
Exporting STL files has been resolved :D So go 3D print your epic builds!
Live feed
You will be seeing announcements by us like news, bug related issues / fixes and any events etc at the main screen :D
News With all that good stuff out the way, this is how things are looking behind the scenes.
What you are seeing in the images below are our sprints, and each sprint is a new update. This first image is the current sprint/update.
Everything that is crossed out on the right side is what has been completed.
Items tagged with Community engagement are suggestions that we pick up on from the main forum, Reddit, Steam and Discord. Tags with request tracker which is a more preferred method in sending us requests is through requests/suggestion page found here https://brilliantskies.customercase.com/forums/request-tracker. Please go check that out and vote on the things you like and if there is something you want added please leave a detailed suggestion and try to keep it to one suggestion per ticket.
For our next update we have the following planned, however we will probably be adding to this list and perhaps shifting one or two tasks to the next sprint.
This is the current list, which we hope will be settled for the 22nd August.
As you can see, there are signs of steam tweaks (there is more to come for steam in this or the next sprint) a new feature Steam jets, which we shall talk about another time and the most awesome cluster cram :D (cannot wait to stick a bomb chute using cluster crams on the White Flayers). The rail decorations in this list is a small fix to the current rails so they don’t block detection systems.
The following is subject to change! You have probably noticed the Campaign stuff, which I am really looking forward to. We will be seeing a number of changes. There will no longer be garrisoned AI, and fleets will be on the map doing things like: patrol guarding fortifying / harvesting.
The AI should respond effectively to what the player is doing as well as the AI having a job system prioritising jobs like reclaiming a resource zone / reconstruct fortress to gather resources.
Lastly the AI should be using localised resources, and this should generate a lot of movement on the map with transporters.
Lastly my fave build that I found. This time on Reddit by MarijusLTU12
Update log v2.4.8 [Add] : Fortresses can now be controlled using ACBs
v2.4.8 [Add] : Missile hatches can now be forced open using ACBs
v2.4.8 [Add] : A cinematic camera option has been added. Press SHIFT + CAPSLOCK by default to access this. It follows the shell / missile or vehicle you are looking at. Mouse wheel or [ ] brackets zoom in and out in this view. It only works when not in first person view, at the moment.
v2.4.8 [Add] : Added the 'output' function to the maths evaluator that gets last frames output. If you can't wait for proper memeory components, you use this to make your own in the meantime.
v2.4.8 [Add] : The ability to mirror the placement of a prefab has been added. When a mirror is active only the mirrored prefab will be created. Remove the mirror to create the unmirrored version.
v2.4.8 [Add] : Color customization for holograms and texts
v2.4.8 [Add] : It is now possible to hide the hologram projector block
v2.4.8 [Add] : Armored focusing and steering optics added: 600 HP, 20 armor, 100 materials and 80 weight
v2.4.8 [Add] : New targeting option for aimpoint selection card: prefer blocks above water
v2.4.8 [Add] : Output regulator slider: burst size, if energy of a shot gets below the minimum it won't shoot again until total cavity energy reaches this %
v2.4.8 [Add] : Output regulator slider: minimum shot energy, laser won't fire until the energy given to the next shot reaches this value
v2.4.8 [Add] : Output regulator slider: reduces base energy discharge rate of cavities, between 0.1%-20%/second (mostly useful for big pulsed LAMS systems)
v2.4.8 [Add] : The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.8 [Add] : Add differential yaw: sets 50% turn left-right preset on all forward/backwards propulsion blocks left-right of the CoM
v2.4.8 [Add] : Automatic propulsion setup: newly placed thrusters/control surfaces use all possible presets based on their position/orientation(from pusher, turner, pitcher, roller)
v2.4.8 [Add] : Bombing run airplane AI
v2.4.8 [Add] : Bombing run hovercraft AI
v2.4.8 [Add] : Circling airplane AI
v2.4.8 [Add] : Circling hovercraft AI
v2.4.8 [Add] : Frontal hovercraft AI
v2.4.8 [Add] : New air block: Universal flight surface. Control surface that gets automatically configured. Old ones do not use the auto configuration
v2.4.8 [Add] : New behavior: bombing run. Lines up attack runs and pitches to the target on the last leg
v2.4.8 [Add] : New behavior: circle at distance. Circles the enemy, can rolls to match its elevation, can use up-down evasion, set specific sides and max approach angle
v2.4.8 [Add] : New configuration buttons on AI mainframe basic tab: Basic configuration, Add differential yaw, Remove hover control, Remove strafe control
v2.4.8 [Add] : New manoeuvre: airplane movement. Can use pitch to control altitude and roll into turns. Reduces thrust and circles the waypoint when idle.
v2.4.8 [Add] : New manoeuvre: hover movement. Uses up-down thrusters to control altitude. Parks at waypoints out of combat
v2.4.8 [Add] : New simple AI cards that automatically configure a behavior and manoeuvre
v2.4.8 [Add] : Point at and maintain distance behavior extended: left-right evasion, altitude absolute or relative to target, pitch limit
v2.4.8 [Change] : We've added in a live feed of information / annoucements and bug alerts into the main menu
v2.4.8 [Change] : Switched to new UI
v2.4.8 [Change] : APS flak damage up from 30% of HE to 40%, missile interceptor damage up by 60%
v2.4.8 [Change] : APS, CRAM and missile health increased by 50% across the board to follow energy and 0Q/output regulator limiting buff
v2.4.8 [Change] : Kinetic projectiles do double damage to missiles
v2.4.8 [Change] : 0Q laser damage/energy up from 0.5 to 0.75 (pulsed is 1)
v2.4.8 [Change] : 0Q laser now has 150% AP, compared to pulsed(down from 200%)
v2.4.8 [Change] : Armor for focusing/steering optics increased from 8 to 10
v2.4.8 [Change] : Focusing optics have better damage falloff reduction (10 of them do ~85% damage at 1000m, up from ~78%)
v2.4.8 [Change] : Laser cavity sizes up from 100/400/4000 to 150/600/6000
v2.4.8 [Change] : Laser pump base energy/second up from 20 to 30, power cost from 40 to 60
v2.4.8 [Change] : Simple laser damage/second down from 1600 to 1000, AP down from 10 to 8
v2.4.8 [Change] : AP modifier examples: 1 smoke 30%, 3 smokes 20.8%, STR 1 shield 53.6%, STR 10 shield 24.89%,
v2.4.8 [Change] : Frequency doubler cost up from 200 to 250
v2.4.8 [Change] : Laser shield is now the equivalent of a smoke with SHIELD_STRENGTH * 175 strength. Still only the strongest shield counts
v2.4.8 [Change] : Multiple smoke layers use the sum of their strengths to determine their AP reduction
v2.4.8 [Change] : Pulsed shots use all doublers with the same Q switch count as the beam. If multiple Q switch configs fire in the same frame their pump and doubler counts are summed to determine AP.
v2.4.8 [Change] : Smoke clouds have a strength value: 1000 for dispenser, 100/600 for 200mm/500mm APS warhead
v2.4.8 [Change] : Smoke now reduces laser AP, instead of damage
v2.4.8 [Change] : Smoke reduces laser AP to: 300 / (SMOKE_STRENGTH^1/3) % of the original (in other words reduction is proportional to density)
v2.4.8 [Change] : Smokes with a combined strength over 400 block laser missiles guidance and visual/laser detection equipment
v2.4.8 [Change] : Wavefront coder removed
v2.4.8 [Change] : Flare and sonar/radar target simulator signal strength up to 250%
v2.4.8 [Change] : Radar/IR/torpedo guidance now tries to recognize missile decoys, randomly reducing their signal strength to 10-100% (rolled when fired)
v2.4.8 [Change] : Remote guidance error added by signal jammer down to 75%
v2.4.8 [Change] : Signal processor component improves the decoy recognition of guidance, reducing remaining decoy signal strength to 25/20/15% (S/M/L)
v2.4.8 [Change] : Single pixel IR seeker reduces decoy missile signal strength to 15-30%, instead of 10-100
v2.4.8 [Change] : All damage cut to 75%
v2.4.8 [Change] : Fuel tanks hold 25% more fuel
v2.4.8 [Change] : Short range thruster now has the same efficiency as variable, 1 thrust for 1 fuel
v2.4.8 [Change] : Single pixel IR seeker angle down from 35° to 30°, still can't use signal processor and has half the signal strength threshold
v2.4.8 [Change] : Target priority modifier at an angle now scales with the the maximum angle of the guidance component.
v2.4.8 [Change] : Turning rate increased by 50% across the board
v2.4.8 [Fix] : Arrows added to the complex control action [BUGS-857]
v2.4.8 [Fix] : It is now possible to set the warp drives resting charge using an ACB [BUGS-1124]
v2.4.8 [Fix] : Propulsion powerscale can now be negative [BUGS-867]
v2.4.8 [Fix] : Setting AI behaviours now works fine [BUGS-1131]
v2.4.8 [Fix] : Opening or closing a door will now update the airpumps correctly [BUGS-799]
v2.4.8 [Fix] : APS barrels now extends correctly after having fired [BUGS-1141]
v2.4.8 [Fix] : APS recoil absorbers tooltip connection fixed [BUGS-1156]
v2.4.8 [Fix] : The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.8 [Fix] : Pipes must now be correctly oriented to connect to a boiler [BUGS-883]
v2.4.8 [Fix] : Fixed not being able to add more outputs to a component if it has many inputs
v2.4.8 [Fix] : Fixed the 'and', 'or' and '!' operators not working correctly
v2.4.8 [Fix] : The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.8 [Fix] : Main chair feature now working [BUGS-1096]
v2.4.8 [Fix] : The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.8 [Fix] : The default value for the air bleeding power is now fixed to '0.35', the '/Users//From The Depths/Player Profiles//profile/profile.ExplosionBalancing' file will be overwritten in order to reflect the correct default values (the automatic overwriting will be removed after a few weeks) [BUGS-1140]
v2.4.8 [Fix] : No more problem when setting the 'lock to image ratio' toggle with no image
v2.4.8 [Fix] : The holograms and texts will not disappear anymore when behind glass blocks [BUGS-95]
v2.4.8 [Fix] : Lasers are now aiming better at very long distances [BUGS-1131]
v2.4.8 [Fix] : Fixed NullReferenceException when trying to get the fleet info while a ship in the fleet was being scrapped
v2.4.8 [Fix] : [BUGS-1135] fleet and force commands can now be ordered to locations shared by map area names and scrap symbols (again).
v2.4.8 [Fix] : Required accuracy can now be enabled/disabled for missile controllers on the hull, the default status is disabled (when not on the hull, then it will always been activated) [BUGS-788]
v2.4.8 [Fix] : Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.8 [Fix] : Color will now be applied correctly to pistons when placed or loaded [BUGS-1176]
v2.4.8 [Fix] : Projectiles now correctly hit (or not hit) moving vehicles. Ricochets against moving vehicles now also take the velocity of the vehicles into account.
v2.4.8 [Fix] : Fixed a bug that caused propulsion requests to not be executed [BUGS-1001] [BUGS-995]
v2.4.8 [Fix] : Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.8 [Fix] : Fixed shells missing approximately one block out of 10
v2.4.8 [Fix] : Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.8 [Fix] : The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] : The shield's alpha is now processed correctly [BUGS-991]
v2.4.8 [Fix] : Debug explosion skill fixed (be careful, large explosions can hurt very badly)
v2.4.8 [Fix] : The STL exporter is now fixed. It exports 3D models of your vehicles which can be loaded into other modelling applications or 3D printed. It's accessible in the Construct Info UI (press V on a vehicle)
v2.4.8 [Fix] : The text block allowed 512 characters but actually could only save 255. Two more 255 text slots have been added to the block to fix this issue.
v2.4.8 [Fix] : Various laser tooltips updated
v2.4.8 [Fix] : It's no longer possible to accidentally interact with the main menu before the screen has fully faded in
v2.4.8 [Fix] : The ACB Controller UI now works fine when modifying the name of a button which is not the first one [BUGS-1111]
v2.4.8 [Fix] : The red channel of the color with shininess pickup is now working well with the mouse-wheel [BUGS-601]
v2.4.8 [Fix] : The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] : The UIs are now displaying the correct number of digits [BUGS-1099]
v2.4.8 [Fix] : No more problem when using an ACB to control it
v2.4.8 [Fix] : The camera view shouldn't make the whole game to flicker [BUGS-1084]
v2.4.8 [Fix] : The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
v2.4.8 [Fix] : The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
We have hit the first road to release milestone ! :D
What is up epic community!
We are really happy to see the follower count skyrocket from yesterday's post :D
We have hit the first milestone and we should be able to use the mirrored prefabs in the next stable release :D
We have also released the walker feet and the save/load subobject-prefab browser super early! (19/08/2019).
We are really proud to have such an awesome and helpful community! Keep it up as we really appreciate it :D
What is up all you epic people :D
Hope you are all having an awesome day and if not, then perhaps this may brighten things up.
As the full release is just around the corner and as the White Flayers sacrifices of fluffy unicorns, that fart rainbows and puke Nyan cats are just not getting us anywhere, we are going to bring back the old players and fresh blood to the forums and our other platforms like Reddit and Steam. What we would really love is for our members to give more feedback and participate more with the development team, in the form of polls, questions and forum posts or even having a chat on Discord Smile
This will really help our community grow and we will all get to interact with new members, and new members will find it easier to get help on their builds on our official Steam group. We would like to encourage our members to continue to help new-comers with build issues so we can see more epic builds and have access to many more suggestions to improve From the Depths.
As a way of thanking you all with helping us, we will do our best to get these extra and new additions out with every milestone we hit much earlier than they are scheduled, this means that we will be cramming these features alongside what is scheduled in our sprints. So if you have not followed us on the following platforms, please go and smash that follow button like it owes you money!
If we don't hit the milestones, these additions would be added at a much later date. If we do however hit the milestones, we would have to work even harder to get them ready and cram them in the current sprint.
We are currently (while writing this) sitting at 84k in total across the platforms listed below, so all we need is 1200 followers and we shall get the Prefab Mirroring in-game with the next update Big Grin
We are really happy to see, that since posting this yesterday we have already hit the 86k mark and we shall have Prefab Mirroring out on the next stable build.
Well done to you all for helping us in this first milestone! We are proud to have such an awesome community!
We are currently (11/08/209) sitting at 86201 followers from all platforms
2.4.7.16 The Laser Overhaul and Patch Notes
What is up all you awesome people! It is finally here, the update most of us have been waiting for and talking about: The Laser Rework! And an epically long list of bug fixes, tweaks and other additions to From The Depths. We have also switched up a number of UI elements and many new icons giving From The Depths a fresh look that even the White Flayers were over the moon and sacrificing mainframes with joy!
We do understand that this new look may not be everyone’s cup of tea and as always, we are here listening (reading) and paying attention to concerns, dislikes and welcome any awesome suggestions you guys have to improve any aspect of From The Depths.
Before we continue, we would like to thank you all for your support, suggestions and bug reporting.
We have overhauled the lasers which has been discussed since May, so if you missed that you can find it here. If you did miss it and feel like you’ve missed your chance to voice your ideas on the whole thing, then perhaps you should visit the main forum a little more :) However, as I’ve already said we are here, reading and waiting for your feedback.
While our current installed laser systems will show less damage output per shot (DON’T PANIC!), lasers are also using less energy per shot, meaning we can trim down our power houses and extend our lasers or install more shields/increase their power. Lasers are also at a fixed 0.05° inaccuracy, and the focusing optics reduce the damage loss over long distances, which is calculated as follows: for every 10m in air 3% /(2+FOCUS_COUNT) and if the laser is passing through water it would be 20x that. The rest of the changes are as follows for all thing's laser related and anti-projectile/missile:
⦁ APS flak damage increased by 25%
⦁ CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
⦁ Missile body component health doubled
⦁ Missile interceptor damage increased by 25%
⦁ Focusing and steering optic cost up from 20 to 50
⦁ Frequency doubler cost up from 50 to 200
⦁ Laser cavity costs down from 40 to 20 materials/cubic meter
⦁ Laser pump costs up from 20 to 50 materials/cubic meter
⦁ 1 laser energy is 1 damage for pulsed, 0.5 for continuous
⦁ 1m/3m laser pump power use decreased from 100/300 to 40/120
⦁ 1m/3m pump energy/second decreased from 100/300 to 20/60
⦁ Cavity energy storage down from 200/800/8000 to 100/400/4000
⦁ LAMS node damage penalty removed
⦁ Max size of optic meshes reduced to 60%, now the entire line is the same size (steering optics now do not form cones)
⦁ Maximum firing angle is smaller for longer optic lines
⦁ Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
⦁ Continuous lasers still do half the raw damage of pulsed, but they have double the AP
⦁ Laser shields do not directly absorb damage; they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
⦁ Laser shields now do not use energy, only power
⦁ A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
⦁ Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
⦁ Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
⦁ Smoke dispensers have 65% density/layer
⦁ Effective smoke density is reduced to 75% against wavefront lasers (so 30% instead of 40, for example)
⦁ Wavefront adjuster slider removed, now it reduces base damage to 50%
⦁ Wavefront lasers retain 4x the AP after hitting shields compared to a normal one (100% AP against strength 1, 20% AP against strength 10)
And if you think that was all we have done in the past two weeks then you should think again! We have created a new block type, The VideoBlock, which gives us a camera feed that can play local videos and YouTube, so you can watch your favourite anime while you traverse the 7 seas "liberating" Neter. You can also use the cameras attached to your turrets to see what they are pointing at and even from drones, which is awesome for recon flyers! I have to say I am in love with this block!! Its EPIC!
APS have some more changes that deserve mentioning here: HE, Frag, EMP and also Flak warheads now have 2AP from 0.1
We also have a configurable ACB controller which can control 12 ACBs, and we can set a mainframe’s behaviour using ACBs which was a suggestion by you awesome people. Another suggestion was to make the avatar immortal in designer mode, which can be toggled in the "Misc" tab.
Among the plethora of other bugfixes that you have all reported, namely missiles were not heading towards the targets due to increasing the max FPS setting, missile tutorial could not be completed has been fixed.
Barrels exploding while shooting its own projectile and visual glitches like black wood and railgun parts were not at the correct position / angle.
The advanced ammo controller ID was not being displayed has also been resolved, and Spin block torque was causing an issue on a number of constructs has been sorted.
We have also resolved the fluctuating battery bug along with, constructs that have been teleporting all over Neter, which has been reported by numerous members of the community.
We have done many tweaks and additions from what you awesome people have been telling us, and these can be found further down.
Lastly, we come to what is going to be happening at Brillant Skies for the next two weeks. After compiling a list of frequent suggestions and issues some players were having, we shall be working on the following among a number of other issues and additions.
One of the most discussed topics on discord is steam balancing. We have read so many awesome ideas and suggestions and the most common is scaling up steam power, leaving small engines as they are but making it far cheaper to run steam as you use larger boilers, sacrificing space for efficiency like turbocharger fuel engines. Another idea has been to make steam engines use less material as they spool up, which would allow more highly efficient slow spooling engines and much less efficient fast spooling engines. We shall have some changes for the next DevTest build, which you can all check out soontm and leave us your feedback here. Please remember to check the other topics in case someone has listed the same thing already, and if so smash that vote button.
Some of the suggestions that will be ready for our next DevTest build are:
Numerous breadboard updates with requests from the community including more target information, memory component which will store values when the construct its spawn in, logic gates and the most common suggestions is to drag and drop function for components along with dragging components into position instead of constantly snapping to the grid.
There has been talk about tank tracks for next DevTest build too! Which is something that is always popping up as a suggestion from our epic tank building community 😀
Some other interesting news, Gladyon is fixing bugs fulltime with us 😀 and the last time I checked with him, he had squished over two dozen bugs!
A little sneak peek much further down the road the campaign will be getting looked into, the garrison areas may be removed and the AI constructs that would be there may be able to roam around dynamically. So that means the AI will also be getting looked into! 😀 Tutorials are also listed to be revamped and we should be getting a road map very soon too.
I have also been hearing about Ship girls and how much Nick loves them.
This creation is by Arkhangelsk, that was posted on our Discord, which I think is awesome!
The full list of patch notes:
v2.4.7 [Add] : A configurable ACB controller block has been added, it can control up to 12 ACBs using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] : Fortresses can now be controlled using ACBs
v2.4.7 [Add] : It is now possible to set a mainframe AI behaviour using an ACB
v2.4.7 [Add] : Missile hatches can now be forced open using ACBs
v2.4.7 [Add] : Option to make the avatar immortal in singleplayer designer. Option is in the 'Misc' part of the menu
v2.4.7 [Add] : Rubber wedges (front and back 1m,2m,3m,4m) are now hand UV mapped rather than be procedurally tri-planar mapped like the rest of the rubber
v2.4.7 [Add] : Added a function to the maths evaluator to get the angle between two vectors
v2.4.7 [Add] : Multiple expressions separated by commas in the maths evaluator can be used to set different outputs of the component to different values
v2.4.7 [Add] : Missile proximity fuse component now has a 'minimum altitude slider'
v2.4.7 [Add] : Missiles with a harpoon that are attached to a winch can now pull and be pulled by the vehicle they are attached to. Enabled in the winch UI
v2.4.7 [Add] : The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled
v2.4.7 [Add] : Ability to set tutorial vehicles so that their blocks cannot be accidentally removed by the player. Now used in the first tutorial.
v2.4.7 [Add] : Added ability to highlight all sorts of buttons in the tutorials. Used in first tutorial.
v2.4.7 [Add] : Buttons (resource view, detection view, objectives, diplomacy) are displayed as required on the Fleet Control, strategic map view and tactical map view.
v2.4.7 [Add] : [EXPERIMENTAL] Camera feed is now available
v2.4.7 [Add] : A pre-configured video controller block has been added, it can fully control a VideoBlock using in-game buttons activated by pressing 'Q' when pointing at them
v2.4.7 [Add] : Local videos can now be played
v2.4.7 [Add] : Several channels are now available
v2.4.7 [Change] : Choosing the types of AI PIDs you want to use is now done with toggles in the AI menu instead of setting them in the AI PIDs themselves.
v2.4.7 [Change] : EMP and Flak warhead bodies now have the same kinetic, AP and speed modifiers as HE and Frag warhead bodies
v2.4.7 [Change] : HE, Frag, EMP and Flak heads now have 2 AP instead of 0.1
v2.4.7 [Change] : Aiming cross hair no longer shows up if no weapon slot selected or weapon control disabled
v2.4.7 [Change] : The breadboard now uses a new maths evaluator that can use data types other than normal numbers. All available functions can be viewed in the breadboard
v2.4.7 [Change] : The supply route UI has been massively improved with a lot of new functionality for easily creating routes.
v2.4.7 [Change] : The 'Set to image ratio' button has been replaced by a toggle to lock the ratio of the projection to the ratio of the image
v2.4.7 [Change] : APS flak damage increased by 25%
v2.4.7 [Change] : CRAM health increased, from 3770 to 8000 at 2000mm (same scaling as before)
v2.4.7 [Change] : Missile body component health doubled
v2.4.7 [Change] : Missile interceptor damage increased by 25%
v2.4.7 [Change] : Focusing and steering optic cost up from 20 to 50
v2.4.7 [Change] : Frequency doubler cost up from 50 to 200
v2.4.7 [Change] : Laser cavity costs down from 40 to 20 materials/cubic meter
v2.4.7 [Change] : Laser pump costs up from 20 to 30 materials/cubic meter
v2.4.7 [Change] : 1 laser energy is 1 damage for pulsed, 0.5 for continuous
v2.4.7 [Change] : 1m/3m laser pump power use decreased from 100/300 to 40/120
v2.4.7 [Change] : 1m/3m pump energy/second decreased from 100/300 to 20/60
v2.4.7 [Change] : Cavity energy storage down from 200/800/8000 to 100/400/4000
v2.4.7 [Change] : LAMS node damage penalty removed
v2.4.7 [Change] : All lasers have a fixed inaccuracy of 0.05°
v2.4.7 [Change] : Focusing optics reduce damage loss over long distances. Damage loss for every 10m in air: 3% / (2 + FOCUS_COUNT). In water 20x that.
v2.4.7 [Change] : Max size of optic meshes reduced to 60%, now the entire line is the same size(steering optics now do not form cones)
v2.4.7 [Change] : Maximum firing angle is smaller for linger optic lines
v2.4.7 [Change] : Steering optics increase maximum firing angle, up to a point where 25% of your optic line is steering.
v2.4.7 [Change] : Continuous lasers still do half the raw damage of pulsed, but they have double the AP
v2.4.7 [Change] : Laser shields do not directly absorb damage, they reduce laser AP instead. REDUCED_AP = 1 / (2 * SHIELD_STRENGTH), only the strongest shield counts
v2.4.7 [Change] : Laser shields now do not use energy, only power
v2.4.7 [Change] : A 500mm APS smoke warhead has ~45% density, 200mm 7.5%. Smoke warheads in the same shell use HE's stacking and scaling rules
v2.4.7 [Change] : Laser detection and missiles guidance are blocked if they hit enough smokes to reach 25% final reduction
v2.4.7 [Change] : Smoke clouds now have a density between 0 and 100%. Lasers hitting them lose that percentage of their damage. Smoke layers are still multiplicative
v2.4.7 [Change] : Smoke dispensers have 65% density/layer
v2.4.7 [Change] : Effective smoke density is reduced to 75% against wavefront lasers(so 30% instead of 40, for example)
v2.4.7 [Change] : Wavefront adjuster slider removed, now it reduces base damage to 50%
v2.4.7 [Change] : Wavefront lasers retain 4x the AP after hitting shields compared to a normal one(100% AP against strength 1, 20% AP against strength 10)
v2.4.7 [Change] : Improved the distinction between out of play forces, selected forces, flagships and dead blueprints in the the tactical map icons
v2.4.7 [Change] : The garbage generated in memory has been divided by approximately 2 while in battle (so, the game should stutter 2 times less often)
v2.4.7 [Change] : Starting up the game is now largely multi-threaded and should take up to 20s less
v2.4.7 [Change] : Added gifs to behaviour, manoeuvre and additional tabs of AI UI to explain what they do
v2.4.7 [Change] : Changed the behaviour, manoeuvre and additional tabs of the AI UI to be less cluttered
v2.4.7 [Change] : Many new UI icons
v2.4.7 [Change] : Removed the UI of the AI PID block. Selecting what kind of PIDs you want is now done in the AI UI, which is also opened when interacting with an AI PID
v2.4.7 [Change] : Some new icons for the 'brushes' in the map editor
v2.4.7 [Change] : The 'favourites' build bar now has some slightly different graphics, and is easier to use
v2.4.7 [Change] : The give to/take from fleets UI has been updated
v2.4.7 [Change] : The 'Tree View' for loading blueprints has been changed to make it display at any size
v2.4.7 [Fix] : The 'Target' panel is now updated correctly when using the 'Paste' button of the UI instead of using 'Ctrl+V' [BUGS-996]
v2.4.7 [Fix] : The health of the applique blocks can now drop under 50%, and they won't explode anymore [BUGS-1069]
v2.4.7 [Fix] : [BUGS-1043] Adv Ammo controller once again shows its ID in the tooltip
v2.4.7 [Fix] : Fixed the jump animation of rambot not stopping after leaving a chair
v2.4.7 [Fix] : Reinforced wood and stairs no longer render black
v2.4.7 [Fix] : The moving parts of the blocks now shrink along with the blocks [BUGS-854]
v2.4.7 [Fix] : The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840]
v2.4.7 [Fix] : Wooden wedges 1m, 2m, 3m and 4m now have the correct UV map for their texture.
v2.4.7 [Fix] : [Bug]-1056 Misile Testing Range updated into working order.
v2.4.7 [Fix] : [Bug]-1065 Typo fixed.
v2.4.7 [Fix] : The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916]
v2.4.7 [Fix] : Battle is cancelled if all forces are scrapped during setup phase
v2.4.7 [Fix] : Enemy force boxes that are invisible on the map are now also invisible in HUD and fleet control UI
v2.4.7 [Fix] : Fixed withdrawn forces in a battle still showing up as force boxes
v2.4.7 [Fix] : Improved the fleet movements and ordering- they more closely follow orders when out of play now
v2.4.7 [Fix] : Magic wand in battle setup now has a tooltip explaining it
v2.4.7 [Fix] : Time now returns to 100% when fleet blockade messages are accepted
v2.4.7 [Fix] : You can now give multiple forces who are in patrol mode patrol orders even if they are split over several fleets
v2.4.7 [Fix] : The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730]
v2.4.7 [Fix] : Custom jet engines now display the correct max fuel usage
v2.4.7 [Fix] : Fixed bug that prevented missiles from turning the direction they wanted to turn [BUGS-1024]
v2.4.7 [Fix] : Re-added the 'Apply to all' button to the new missile winch UI [BUGS-1035]
v2.4.7 [Fix] : [BUGS-937] meshes provided by mods with no normals will now have normals recalculated. This avoids issues where the block is rendered black.
v2.4.7 [Fix] : Fixed the bug where changing the mesh, material etc in a copied mod item also changes it in the pasted mod item [BUGS-1077]
v2.4.7 [Fix] : Fixed a number of projectile related bugs in multiplayer
v2.4.7 [Fix] : Fixed a serious bug causing clients to often spawn in with just a camera and no avatar
v2.4.7 [Fix] : Got 'attack on eyrie' mission and 'tower defence' missions loading again
v2.4.7 [Fix] : Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925]
v2.4.7 [Fix] : Planets can now safely change the terrain resolution or terrain section size and planet swapping will work fine.
v2.4.7 [Fix] : Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995]
v2.4.7 [Fix] : [BUGS - 1005] Issue with map pathfinding fixed- it could hang the campaign
v2.4.7 [Fix] : [BUGS-1004] Fixed a crash caused by warp engines warping from a background thread
v2.4.7 [Fix] : [BUGS-1007] Fixed the rotations of the railgun magnets- which all pointed downwards due to a bug in the last patch.
v2.4.7 [Fix] : [BUGS-1027] Multithreading issues to Helicopter Blade and Helicopter Blade Always Up components now fixed. Large numbers of these components spawned at once would create odd physics before the fix.
v2.4.7 [Fix] : [BUGS-955] All projectiles now advance one iteration immediately after firing to avoid destruction of own barrel (issue caused by multi-threading)
v2.4.7 [Fix] : [BUGS-962] flickering of the vehicle when spawning with 'block-by-block' toggled has been fixed
v2.4.7 [Fix] : [BUGS-965] Turn wheel adv controller options incorrectly configured and caused crash in ConstructInfoUi (V)
v2.4.7 [Fix] : [BUGS-966] fixed an issue in map pathfinding that causes campaigns to hang
v2.4.7 [Fix] : [BUGS-969] Low LOD mode issues with missile ejection fixed
v2.4.7 [Fix] : [BUGS-981] Missile laser once again properly excludes 'hits' off it's own vehicle
v2.4.7 [Fix] : Fixed bugs causing connected blocks to fall off and disconnected blocks to not fall off [BUGS-1078]
v2.4.7 [Fix] : Fixed fortress jitter, 'next song' button fixed, map editor UI scaling fixed, fleet/force button panel buttons now the correct size.
v2.4.7 [Fix] : Fixed shells missing approximately one block out of 10
v2.4.7 [Fix] : Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461]
v2.4.7 [Fix] : The sound block now works in Multi-Player (it's also now possible to stop the sound with UI) [BUGS-1045]
v2.4.7 [Fix] : Hold Q options disabled in tutorials
v2.4.7 [Fix] : Tutorial display now remains visible while using certain other UIs
v2.4.7 [Fix] : Fixed terrain view distance being too low in fleet control UI
v2.4.7 [Fix] : Fleet and force rename popups now respond to escape and enter keys
v2.4.7 [Fix] : The 'favourites' build bar no longer spawns your vehicles directly under the crosshair if there is already a vehicle there- this avoids 'telefragging'.
v2.4.7 [Fix] : The headers of the UI panels now perfectly respond to mouse over events
v2.4.7 [Fix] : The 'info' panel on the right hand side (that displays warnings, etc) is now correctly positioned for most use cases in HUD, Fleet Control UI and Map UI.
v2.4.7 [Fix] : The 'map teleport' button now correctly cancels if you right click or re-click the button.
v2.4.7 [Fix] : Now works in multiplayer
v2.4.7 [Fix] : The camera view shouldn't make the whole game to flicker [BUGS-1084]
2.4.6.18 released (multi-threading, menus and more)
Hi all,
Excited to say 2.4.6.18 is now live. Main focus has been performance improvements via multi-threading. Early testers are seeing extremely significant improvements in frame rate (50% to 100%). The other focus has been on tidying up the main menu, in game menu and tutorial system. The breadboard system has seen a lot of improvements and a number of quite serious bugs have been addressed, including fixes and improvements to Drills and Repair bots.
v2.4.6 [Add] : ACB can now stop a sound block playing a sound
v2.4.6 [Add] : Mannequin block added. Options to automatically set pose still to come
v2.4.6 [Add] : A video block has been added (in Decoration)
v2.4.6 [Add] : Added input with information about the flagship of the fleet
v2.4.6 [Add] : Added input with information about the point the AI tries to steer towards
v2.4.6 [Add] : Added optional grid to the breadboards. Modules will snap to it if enabled
v2.4.6 [Add] : Breadboards now evaluate off the main thread
v2.4.6 [Add] : Scroll wheel now zooms in and out on the breadboard
v2.4.6 [Add] : The 'del' key can now also be used to delete in- and output
v2.4.6 [Add] : You can now zoom in and out in the breadboard
v2.4.6 [Add] : Drill bit/extension armour class is improved when drill is spinning
v2.4.6 [Add] : Seagulls now circle vehicles and avatars (as well as the camera) when the opportunity arises
v2.4.6 [Add] : You can now change the number of seagulls, or turn them off altogether
v2.4.6 [Add] : Added a cinematic block-by-block spawn option for vehicles in designer
v2.4.6 [Change] : Changed the maximum for the adjuster disable range setting of the charge behaviour to 2000m
v2.4.6 [Change] : Autoloaders save the shell they have chambered- this removes extra ammo usage on vehicle spawn
v2.4.6 [Change] : You can now command an AI to attack a specific target (using E interface) regardless of if it has a target prioritisation card on
v2.4.6 [Change] : FTD no longer changes 'unity scenes' between different modes- it just cleans out rubbish from the old mode and loads in the new stuff. It's faster and more stable this way- but if any rubbish is left over, let us know.
v2.4.6 [Change] : Item thumbnails in the inventory now load asyncronosly so they do not pause the main thread when you change inventory page.
v2.4.6 [Change] : Main menu and in game menus restyled
v2.4.6 [Change] : CW Laser sound now diminishes over time to to make it less annoying when constantly firing
v2.4.6 [Change] : Steam engine crank parts have been moved to a different rendering system.
v2.4.6 [Change] : All projectiles are calculated off the main thread now
v2.4.6 [Change] : Connection of block subsystems is now done off the main thread
v2.4.6 [Change] : Creation of chunked meshes is now done off the main thread
v2.4.6 [Change] : Pathfinding now allocates much less temporary memory
v2.4.6 [Change] : Power creation, usage and controllable blocks all processed off the main thread now
v2.4.6 [Change] : Rams are more efficiently processed now
v2.4.6 [Change] : Some repair logic and all detection logic calculations calculated off the main thread
v2.4.6 [Change] : Terrain generation now runs much faster and with smaller memory allocations
v2.4.6 [Change] : Game supports the use of 'gifs' in interactive tutorial scenes to help guide player- we've added one so far.
v2.4.6 [Change] : On completion of a tutorial segment you are prompted to pick another one to complete (three options provided).
v2.4.6 [Change] : Quizes have been removed from the tutorial content
v2.4.6 [Change] : Tutorial content interface updated
v2.4.6 [Fix] : ACB can now control the new GP-PIDs properly [BUGS-725]
v2.4.6 [Fix] : Fixed [FTDSCRUM-288] ACB list of blocks to execute not updated properly with blocks added/removed to/from spinblocks
v2.4.6 [Fix] : Multiple bugs fixed for adventure mode. Moving through warp gates no longer needs to physically reposition everything in the world, which is nice.
v2.4.6 [Fix] : Fixed A, B, C, D and E drives of the propulsion module all affecting the A drive
v2.4.6 [Fix] : [BUGS-887] Fixed a bug regarding the spawning of a vehicle with coloured particle cannon in campaign
v2.4.6 [Fix] : Fixed a number of bugs with drills and made them more dangerous
v2.4.6 [Fix] : [BUGS-322] out of play drones (of a mothership force) no longer have fuel costs associated with their movement
v2.4.6 [Fix] : [BUGS-322] out of play fuel consumption of forces now correctly stops when the force is not moving, and is proportional to the movement speed of the force
v2.4.6 [Fix] : Lua errors are now logged in the Lua box again [BUGS-769]
v2.4.6 [Fix] : [BUGS-793] Fixed map editor error when adding a new weather system
v2.4.6 [Fix] : [BUGS-629] Fixed LWCs not dropping bombs
v2.4.6 [Fix] : The build guide capture, added in 2.4.5, now actually works
v2.4.6 [Fix] : Blueprint spawners are now moderately supported in multiplayer- but not fully functional. Previously their spawns were not syncronised at all.
v2.4.6 [Fix] : [BUGS-924] Barrels of guns not placed forwards on the construct were rendered in wrong position
v2.4.6 [Fix] : Fixed mimic rendering issue where the mesh normals were not correctly stretched
v2.4.6 [Fix] : Fixed threading issues affecting propulsion / control systems / physics that were created in 2.4.6.0
v2.4.6 [Fix] : [BUGS-948] Fixed repair bugs (the repair-self block's repair bots)
2.4.5 released- new UI, HUD, usability improvements
Really excited to release 2.4.5. It's been a really busy week since 2.4.4 and we've achieved a lot. The HUD/UI in normal mode and build mode has been updated, there is a great new feature where pressing middle mouse brings up loads of extra HUD visuals and gives you a mouse with which to interact with them (build mode and normal mode).
We've also added a way to save down user interfaces for later use (so you don't need to navigate back through menus to find them, or find blocks deep inside the vehicle). A lot of bugs have been fixed and a lot of other changes have been made which you can read more about below.
As for 2.4.3 and 2.4.4 I've made a video explaining the changes- you can find it here https://youtu.be/dVKxSJfGTp8
The main place to talk about this patch should be on the official forums here:
v2.4.5 [Add] : Strafe and hover commands added
v2.4.5 [Add] : Added %, <, <=, >, >=, == and != operators to the maths evaluator
v2.4.5 [Add] : Added input to get the last propulsion request to any drive
v2.4.5 [Add] : Added input with various time related values to breadboard
v2.4.5 [Add] : Added select manoeuvre component to AI breadboard
v2.4.5 [Add] : Added target bearing input to primary target info of AI breadboard
v2.4.5 [Add] : Breadboards maths evaluator can now use the same functions as other maths evaluators. Also added many extra functions to all maths evaluators
v2.4.5 [Add] : Electric engines can now use complex controls
v2.4.5 [Add] : You can now create a Build Guide in game by pressing Shift+Insert (re-mappable) when in build mode to capture the current vehicle as a state in the build guide. Holding the key for 3 seconds will wipe what you have captured. In the modding interface you can dump your capture into a build guide definition. Expect to see higher quality build guides in game shortly.
v2.4.5 [Add] : [REQ-113] A bunch of modal confirmation windows added to avoid exiting to the main menu by error
v2.4.5 [Add] : You can now 'collapse' a UI instead of closing it, it will be added to the HUD so that you can open it at any point in the future- very useful for keeping track of useful blocks and PIDs!
v2.4.5 [Change] : Ai tutorial and manual updated.
v2.4.5 [Change] : Inventory names reorganized and new descriptions given.
v2.4.5 [Change] : You can rename blocks in build mode using SHIFT + N. All blocks can now be renamed.
v2.4.5 [Change] : Perma-build and Perma-remove are now remappable, but bound to CTRL+H instead of middle mouse (you can rebind it where-ever you like, but I have plans for middile mouse...)
v2.4.5 [Change] : The basic controls tutorial has been updated and expanded to be a lot more useful.
v2.4.5 [Change] : A display of what the mouse buttons do is now displayed whenever an avatar item is selected
v2.4.5 [Change] : ACB UI tidied up a bit, to make it all display on screen at once (no scrolling needed)
v2.4.5 [Change] : Added block thumbnails to the inventory so you can search visually by appearance
v2.4.5 [Change] : Controlled weapon status glitches fixed- now displays correctly the number of missiles
v2.4.5 [Change] : HUD and inventory UI no longer use the one size fits all scaled UI system- now they fit on the screen and use your selected fontsize and button dimensions
v2.4.5 [Change] : Painted and renamed blocks will display their paint index and custom name in the tooltip now
v2.4.5 [Change] : Path View is no longer an avatar item, but an option which is toggleable from the HUD after pressing middle mouse button
v2.4.5 [Change] : Resource bar view remapped from R to CTRL+R but is now toggleable from the extended HUD mode after pressing middle mouse button
v2.4.5 [Change] : Ships wheel no longer displays the 'turn sail left/right commands', these are simply 'roll left and roll right' buttons (you can hook them up to control sails / roll / whatever you want).
v2.4.5 [Change] : Tidied up the main HUD and the building HUD
v2.4.5 [Change] : Using icons for most character weapons / items on the toolbar now
v2.4.5 [Fix] : [BUGS-685] Fixed all the command inputs in the ACB
v2.4.5 [Fix] : [BUGS-717] Electric engine power not considered by ACB
v2.4.5 [Fix] : [BUGS-719] ACB aerial AI related crash
v2.4.5 [Fix] : [BUGS-704] Possible crash when removing a pipe when using steam engines with really a lot of pistons (or a dozen huge ones)
v2.4.5 [Remove] : Melee attack has been removed
v2.4.5 [Remove] : The old tactical UI, opened traditionally with 'N', has been removed from the game
2.4.4 (Annotation system, multiplayer fixes and more)
2.4.4 deals mainly with multiplayer fixed, but also adds a cool new system called "annotations" (accessible from the vehicle V menu and visible when the game is paused, or in build mode)
It also makes a really nice quality of life change to the UI where holding middle mouse or holding E (both rebindable) allows the "mouse look" in all interfaces. Keyboard moving of the camera is already active in UIs so now you can really explore things whilst you have a UI open.
A number of other bugs have also been fixed, but are small and as such I did not put them into the change log.
v2.4.4 [Add] : Added 'annotation' options for vehicles (accessible from V menu). These are visible when the game is paused (F11) or you are building on the design. See DWG 'Duster' for first examples.
v2.4.4 [Add] : Holding middle mouse or pressing E allows you to 'mouse look' from inside an open user interface. Available in almost all UIs. Rebindable in the options menu.
v2.4.4 [Fix] : [BUGS-763] Bug with 'above' type adjuster for naval behaviour fixed (caused issue with broadside)
v2.4.4 [Fix] : [BUGS-753] Auto-orientation of custom jet engine extension parts fixed
v2.4.4 [Fix] : [BUGS-767] Bug with ACB setting GP-PID type triggering the pre-2.4.0 vehicle migration code for assigning hover thrusters now fixed
v2.4.4 [Fix] : [BUGS-758] Propulsion and drive breadboard modules no longer act when vehicle is being tractor beamed by friendly docking station
v2.4.4 [Fix] : Fortress manoeuvre and behaviour routines now have a default setup migration for the 'adjuster'- this will keep them at sensible altitudes
v2.4.4 [Fix] : Fortresses can now turn under AI control
v2.4.4 [Fix] : [BUGS-740] large gantries only connect when they are exactly lined up with the launch pad (odd configurations used to be possible)
v2.4.4 [Fix] : [BUGS-759] Missiles fired / reloaded during a warp jump are now the correct size
v2.4.4 [Fix] : [BUGS-709] Breadboards will sync changes correctly in multiplayer now
v2.4.4 [Fix] : [BUGS-738] Copy Paste now synchronises in multiplayer
v2.4.4 [Fix] : [BUGS-738] Reset buttons on the UI (such as those for propulsion blocks) now correctly sync in multiplayer
v2.4.4 [Fix] : [BUGS-739] 'Repair Other' repair beams now render on the client as well as the host in multiplayer
v2.4.4 [Fix] : Fixed various issues retrofitting a vehicle with stacked subconstructs
v2.4.4 [Fix] : Fixed various issues with new vehicles built in multiplayer not syncronising data
v2.4.4 [Fix] : Fixed various issues with sub vehicle spawners and syncronisation of the drone/mothership states
v2.4.4 [Fix] : Spawning a vehicle with drones no longer creates issues
v2.4.4 [Fix] : Fixed issues with PAC melee lens and made it a lot more damaging
v2.4.4 [Fix] : Drone and mothership links are maintained until the SVS block is permanently removed from the design (not just killed), or the UI is used to disconnect the drone.
2.4.2 & 2.4.3 series changelog.
Hello all,
The focus this last week has been to make the new AI more versatile and easier to use. There is now a module called the "adjuster" that sits between the behaviour and the manoeuvre routines and adjusts the waypoint to take acount of various things such as desired altitudes, avoiding other vehicles, pathfinding around sea or land. I'm quite pleased with the result of this. I've also expanded on the functionality of the breadboard (and made an AI version of the breadboard) that can be used to automate the switching of different behaviours. A lot of bugs have been fixed.Various usability improvements and simplifications have been made to the UI, and a few more AI behaviours (including a ramming AI) have been added.
v2.4.2 [Add] : Added altitude type selection to the altitude input module
v2.4.2 [Add] : GP PID now has a simple axis responder that controls the fake set point
v2.4.2 [Change] : The addition of an automatic manoeuvre routines has been disabled, as many mainframes are for weapon control only and don't want one.
v2.4.2 [Fix] : [BUGS-699] Projectile avoidance additional routine crash fixed
v2.4.2 [Fix] : [BUGS-712] Fire control computer and weapons go unresponsive after avatar death
v2.4.2 [Fix] : [BUGS-711] Tooltip for air rudder and air elevator added, and alerts user when parts placed upside down. Many tooltips updated.
v2.4.2 [Fix] : [BUGS-722] Fixed a crash in the equation editor
v2.4.2 [Fix] : [BUGS-721] Ensured the LUA .so files ship with the linux installers
v2.4.2 [Fix] : [BUGS-701] The 2x2 large missile hatch now mirrors correctly
v2.4.2 [Fix] : [BUGS-713] Most story mission events were pre-triggered and would not trigger again. Fixed now.
v2.4.2 [Fix] : [BUGS-700] Pressing the preset buttons in the game config tab of the options UI now triggers the reevaluation of the game's config after the options have been changed
v2.4.2 [Fix] : [BUGS-715] Fixed an issue with the display of fixed width tooltips
v2.4.2 [Fix] : Interaction with sub objects in build mode easier now
v2.4.3 [Add] : Added a universal waypoint adjustment module in between the behaviour and the manoeuvre
v2.4.3 [Add] : Added in some new AI behaviours, including a ramming one
v2.4.3 [Add] : Ramming AI has a new slider for disabling the adjuster when within a certain distance of the target
v2.4.3 [Add] : Six axis manoeuvre routine has a new 'look ahead distance' for configuring the way the vehicle points
v2.4.3 [Add] : The projectile avoidance additional routine can now target all vehicle movement axes (not just A/B/C/D/E)
v2.4.3 [Add] : Added orientation input to the breadboards- providing roll pitch and yaw of the vehicle
v2.4.3 [Add] : Added GetAIMovementMode and GetAIFiringMode functions to replace AIMode field. AIMode now returns only 'off' or 'on'
v2.4.3 [Add] : Added GetPowerFraction and GetElectricPowerFraction functions
v2.4.3 [Add] : Added PowerFraction and ElectricPowerFraction to FriendlyInfo
v2.4.3 [Add] : Construct modules can now save data packets in the same way as the blocks do by overriding the UniqueSetId field and declaring the packets in the class
v2.4.3 [Add] : Added set point adjust (number added to the set point) and a set point multiply terms to the PIDs. This will make it easier to tweak the pitch of your vehicle so that it maintains altitude.
v2.4.3 [Add] : Added some refinements to the Responding module UI
v2.4.3 [Add] : Added to UI sliders so they don't change length as you are dragging them
v2.4.3 [Add] : Added tooltips to help show that it is possible to resize and move the UI windows
v2.4.3 [Add] : Provided toggles to hide a) misc axes, b) custom axes, c) secondary/tertiary drives d) strafe hover. This helps to declutter the UI
v2.4.3 [Add] : The AI UI now shows the details of one of the routines, alongside the main window
v2.4.3 [Add] : The LAMs UI has been updated- option to copy to all LAMS and copy just the color to all LAMs has been added
v2.4.3 [Add] : You can now right click the preset button to add the preset without removing other settings
v2.4.3 [Fix] : When you issue patrol orders the rotation is now used (important for six axis manoeuvre routine)
v2.4.3 [Fix] : [BUGS-726] Sub vehicle spawner no longer resets to default when put into play
v2.4.3 [Fix] : [BUGS-80] Pulsed LAM beams now color correctly
v2.4.3 [Fix] : [BUGS-731] Issues with the removal of turrets and spinners fixed (removing the block under them caused de-sync issue)
v2.4.3 [Fix] : [BUGS-733] Missile component changes now syncronise over the network correctly
v2.4.3 [Fix] : [BUGS-734] ACBs now run on the clients right up until the point of making the change- this ensures all the UI data is correct on clients
v2.4.3 [Fix] : [BUGS-736] setting restraints relative to parent construct now shows the correct visualization of the constraint setting arrows
2.4.0.11 released
I'm really excited to be releasing the 2.4.0 series of patches to the main branch today. These patches expand on the AI framework of the game, allowing more modular AI. They also expand on the control aspect of the game, allowing more control over your vehicle systems. The way data is saved and synchronised in multiplayer has also been reworked and this should lead to a smoother multiplayer experience. There are a load of other changes as well, so have a look at the full list below.
v2.3.2 [Add] : Mimic Lead added, same stats as lead with 4 cost.
v2.3.2 [Add] : Added wedge front and back to glass, wood, and heavy armor.
v2.3.2 [Add] : Lead, Stone, and Rubber received full block variation.
v2.3.2 [Add] : Mimic Alloy added, same stats as alloy with 7 cost.
v2.3.2 [Add] : Mimic Metal added, same stats as metal with 7 cost.
v2.3.2 [Add] : New Cargo Material containers. Now you can make the perfect cargo ships! Or just have a nice large container to hold your mats.
v2.3.2 [Change] : Mimics now cost 2.
v2.3.2 [Change] : Updated Stone, lead, and rubber material.
v2.4 [Add] : Added 'Wander distance' to aerial AI so you can chose the size of the holding pattern they fly if they reach their final waypoint
v2.4 [Add] : AI naval and land AI now has the ability to hover at a specific height and control pitch
v2.4 [Add] : Some new AI modes added such as a ramming behaviour mode and a six axis stabilisation manoeuvre mode
v2.4 [Add] : You can now disable the AI PID/other control over roll, pitch, yaw, strafe, hover or propulsion
v2.4 [Add] : You can now configure how far apart the barrels of a multiple barrel APS gun (i.e. chaingun) are placed
v2.4 [Add] : Complete sets of rubber, stone and lead blocks added
v2.4 [Add] : Added in the initial prototype of the BreadBoard control unit- more to come
v2.4 [Add] : Balloon deployer now has much more fine control over the size (and lift) of the balloon.
v2.4 [Add] : Added radar/sonar equivalent of sticky flare(same as sonar/radar buoys but no GPP requirement, no detections and twice as powerful).
v2.4 [Add] : Heat decoy got a power slider, between 100-5000
v2.4 [Add] : New block: chaff emitter. Uses materials/sec, reduces radar signature by a flat value. Reduction scales with the third root of total materials used by all chaff emitters on the vehicle(better on small things).
v2.4 [Add] : New block: radar decoy. 100-5000 power, radar missiles have a chance to lock onto it based on power(see tooltip).
v2.4 [Add] : New block: sonar decoy. 100-5000 power, sonar torpedos have a chance to lock onto it based on power(see tooltip).
v2.4 [Add] : Signal strength scales with size and decoy count on the missile. See tooltips for more info.
v2.4 [Add] : You can now change the maximum number of projectiles the game supports at any time, for all four types of projectile. Options in the Misc tab of the options menu.
v2.4 [Add] : Text can now be added to holograms
v2.4 [Add] : New block: output regulator. Attaches to the multipurpose laser, if it's present cavity drain is a % of max energy, not current.
v2.4 [Add] : New missile component replacing IR camera: signal processor.
v2.4 [Add] : S/M/L signal processors reduce enemy decoy missile strength to 20/15/10% of the original.
v2.4 [Add] : Takes a full component on all missile sizes.
v2.4 [Add] : New block: 2x2 L hatch.
v2.4 [Add] : New block: single rail S launcher. 1/5 the cost of a quad rail, 1/4 weight, 1/2 health.
v2.4 [Add] : You can edit the velocity of piston movement from the piston UI now (you no longer need an ACB to change it)
v2.4 [Change] : AI cards now provide one 'routine slot' for a 'behaviour' or 'additional' routine that is configured and saved in the AI mainframe. This change is backwards compatible with all old designs.
v2.4 [Change] : AI control has been separated into three types of routine: 'behaviour', 'manoeuvre' and 'additionals'. This allows more customisation of the AI.
v2.4 [Change] : AI PIDs reworked a little bit for simplicity
v2.4 [Change] : AI now directly controls the drives, rather than sending single frame commands
v2.4 [Change] : Each functional block can now 'respond' to inputs (such as pitch up, roll left, A,B,C,etc) in various ways/magnitudes
v2.4 [Change] : GP PIDs set to 'propulsion hover' will automatically migrate all upwards facing thrusters so that they can still control them in this new update
v2.4 [Change] : It is now possible to request hover up / hover down / strafe left / strafe right as well as five extra commands (A,B,C,D,E) and custom named commands
v2.4 [Change] : Spin blocks can now be directly mapped to respond to controls in a much more sensible way
v2.4 [Change] : The Adv Controller input keys and three drives remain unchanged
v2.4 [Change] : The GP PID controller has it's settings separated into inputs and outputs and multiple outputs are now selectable.
v2.4 [Change] : There are now two sets of player editable vehicle key mappings, one for a typical plane and one for a typical boat.
v2.4 [Change] : Water drive and air drive have been simplified into 'primary drive' and a 'secondary drive' and 'tertiary' drive have been added.
v2.4 [Change] : AI mainframe cost down from 400 to 300
v2.4 [Change] : General purpose processing card cost down from 200 to 100
v2.4 [Change] : Missile controller cost down from 100 to 50
v2.4 [Change] : Missile stagger addon cost down from 100 to 50
v2.4 [Change] : Cavities now spawn full
v2.4 [Change] : New tooltips breaking down relevant info on cavity lines, couplers and multipurpose/combiner/optics/LAMS nodes
v2.4 [Change] : Flak damage down to 80% (now 120% of the pre-rework value)
v2.4 [Change] : HE/flak push force halved against missiles
v2.4 [Change] : Missile HE warheads don't damage missiles, only push them
v2.4 [Change] : Interceptor damage is now 100/200/400 for S, 500/1000/2000 for M
v2.4 [Change] : Interceptor damage is now constant within the radius
v2.4 [Change] : Interceptor radius down to 15m/30m for S/M, from 35/35
v2.4 [Change] : Old one treated all visible things as equal if they had 100% detection chance, with angle being the biggest factor to choose one(this meant decoys are exactly the same as any huge thing within 1000m).
New one uses signal strength(=detection range for constructs) as a base for everything (IR/radar/sonar).
Adjusts signal strength based on distance(50% at 1000m, 33.33% at 2000, ...)
Adjusts signal strength based on angle(50% at 15°, 33.33% at 30°, ...)
Checks whether or not the the signal strength is below a minimum threshold innate to IR/radar/sonar guidance components.
Chooses the best score from the signals above the threshold
v2.4 [Change] : Ejection angles can be changed in 1° steps
v2.4 [Change] : Harpoon cable strength increased by 50%
v2.4 [Change] : Missile magnet force down to 50%
v2.4 [Change] : Remote guidance GPP cost changed from 4/4/16 to 2/3/18
v2.4 [Change] : Shortrange/variable thruster start delay can be set in 0.1s steps
v2.4 [Change] : Stagger addons go up to 5s, has a slider with 0.025s increments
v2.4 [Change] : TPG lookahead is now capped at 5 seconds, down from 10
v2.4 [Change] : It is now easy to mod in a new AI behaviour, routine or manoeuvre.
v2.4 [Fix] : [BUGS-647] Only non empty (or growing) resource zones are approached by the resource gathering AI behaviour now
v2.4 [Fix] : [BUGS-648] Added the 'cease movement below' slider back onto the land behaviour AI routine UI
v2.4 [Fix] : [BUGS-649] APS customisation UI tidied up a bit to stop ammo cost going offscreen
v2.4 [Fix] : [BUGS-654] bulkheaddoors and hatches now allow the avatar to pass correctly
v2.4 [Fix] : The mirroring of Rubber, Stone, and Lead that resulted in metal has been fixed.
v2.4 [Fix] : [BUGS-569] dead player forces still see through fog of war- now fixed
v2.4 [Fix] : [BUGS-595] Some illegal turbo->cyclinder and turbo->exhaust connections were previously accepted, these have been fixed.
v2.4 [Fix] : [BUGS-36] working on the fix of 1m sloped faces rendering black on AMD graphics card-hopefully fixed now.
v2.4 [Fix] : [BUGS-501] Propellers and jets now scale particle count with the Particle Factor slider in the Performance tab of the options menu. Option added to disable particles from jets and propellers etc on a block by block basis.
v2.4 [Fix] : [BUGS-617] Fixed duplicate reflection on the water surface after LOD switch
v2.4 [Fix] : [BUGS-630] on Linux some steam engine part meshes did not load due to case sensitivity issues in the filenames
v2.4 [Fix] : [BUGS-655] Crosshair no longer drawn when HUD disabled (F9) when using wireless camera
v2.4 [Fix] : [BUGS-608] Now catching issues trying to load non existant missile parts- defaulting to body sections.
v2.4 [Fix] : [BUGS-659] Missile hatches no longer stop failsafed missiles from firing
v2.4 [Fix] : Missile don't spawn trails from the launch point when a delayed thruster activates
v2.4 [Fix] : [BUGS-632] vehicles spawned from blueprint spawner now calculate their drag correctly as they repair themselves
v2.4 [Fix] : [BUGS-644] Water start balloon control fixed
v2.4 [Fix] : [BUGS-646] PAC charge time reset to 1 second after load- this is now fixed.
v2.4 [Fix] : [BUGS-650] Fixed an issue with steam engine propulsion crashing vehicles/warping them into space
v2.4 [Fix] : [BUGS-663] Piston now loads in the correct visual position again
v2.4 [Fix] : [BUGS-665] PID 'type' value not being synced or saved
v2.4 [Fix] : Fixed the migration of roll and roll reverse thrusters from 2.3.1 to 2.4.0
v2.4 [Fix] : In the old version insta spin speeds were incorrectly calculated when power scale was not 1. Spinners configured like this are now faster than they used to be.
v2.4 [Fix] : Propeller emission displayed when the propeller is stopped
v2.4 [Fix] : Slowdown when removing the boiler controller in a steam-propeller setup
v2.4 [Fix] : The propeller rotate when there's no boilers and the command is in reverse
v2.4 [Fix] : [BUGS-645] Console text input bar in AI UI disabled as not used
v2.4 [Fix] : The 'Mock Wheel' now does what it was supposed to do
v2.4 [Remove] : Due to change in data format wheels will forget their settings - sorry about this.
v2.4.1 [Add] : Mobula Airbourne Cruiser added to fill out SS Godly aircraft arsenal.
v2.4.1 [Add] : Albatross joins the airfleet.
v2.4.1 [Change] : Most SS aircrafts recieved some make over. The new SS fleet is now much sleeker.
v2.4.1 [Fix] : Drag for wedge front and back adjusted.
v2.4.1 [Fix] : Serveral crafts fixed for the new ai transfer.