Stable build 3.6.1 is here. A lot of bug fixes and a few major items.
Land Adventure mode is here! You can now take to the hills in Ashes of the Empire in a land adventure mode. If you've never been in ashes before you can find the planet in the content menu. Just click on it. To help with this there have been a load of land based bugs fixed and the addition of the articulated chair. This chair eliminates camera roll and pitch and can be fine tuned by press Q on it.
Missile decorations are here! Click on the missile decorator in the missiles tab. Place it anywhere, add decorations to it. (Make sure and adjust the number of elements to the size of your missile.) Give it a name. Press Q on a missile launchpad of your choice and select the named decorator to apply it to the missile. Yes this can get extremeley wacky so have fun!
Also in the land of decoration a new widget has been added that can make editing them a bit visually easier. You'll see arrows appear on the 3 axis that you can click and drag. Change mode by right clicking.
Patch Notes
Additions: Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire'. Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner. Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string. Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output. Editor, Added effective health to the design inspector in the planet editor. Land, Some improvements to the spawning of terrain to ensure it is present for vehicles. Anime DLC, Intelligence officer Yuka added to SS character anime DLC package. Chairs, Added a self-stabilising chair version that can stabilise roll and pitch. Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath themChairs, Added a self-stabilising chair version that can stabilise roll and pitch. Decorations, You can now decorate your missiles using a new 'munition decoration' block in the missiles tab. Decorations, There is now a widget for editing decorations.
Fixes: Anime DLC, Sakura left hand turret holding orientation fixed. Anime DLC, Shaders changed for anime characters so that they are better lit at night. Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases. Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame. Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials. Propulsion, All propulsion block yaw/pitch angle changes are smoothed out (takes 0.25s to go from 0 to max, same as the rate added for ACBs in 3.5.0). Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Canceling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create. Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create. Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone. Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines. Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging. Wheels, Fix to vehicles catapulting into the sky (due to first frame wheel forces) when spawned on the terrain. Breadboard, Fix to block to block copy paste for breadboards. Decorations, The lighting of scaled and rotated decorations is now correct (error in the calculation of their normal angles.) Adventure, Old adventure mode saves will now allow the external camera controls, just like new adventures do. Blueprint block search, Now correctly searches through subobject chains as well as the main construct.
Changes: Fuel engines, Power output of all fuel engines increased by ~3.8%. Steam, Added ~8% loss to crank generators.
Small update to the existing betatest
Fix: Particle cannons, Fixed melee lens applying damage type scaling twice Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging
Add: Land, Some improvements to the spawning of terrain to ensure it is present for vehicles Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath them
Change: Fuel engines, Power output of all fuel engines increased by ~3.8% Steam, Added 8% loss to crank generators Draba: "Goal is mostly to reduce block count and nudge the larger blueprints towards M/L steam"
Betatest 3.6.1
The following update will go to stable on Monday assuming nothing comes up. It contains land adventure mode which is on the ashes of the empire planet selectable via the content tab.
Betatest 3.6.1
Fixes: DLC, Sakura left hand turret holding orientation fixed. DLC, Shaders changed for characters so that they are better lit at night. Example Mod, Some problems with the assassin imported from the example mod have been fixed. Auto propulsion balancing, Cancelling yaw/roll now more important than cancelling pitch when hovering up and down. Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines
Additions: DLC, Intelligence officer Yuka added to SS character anime DLC package (yes keyboard warrior sleuths its middleware. Put down your magnifying glass and stop writing your novel.) Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or ! Breadboards, The adder component will concatenate strings if one or more of the inputs is a string Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire' World Editor, Added effective health to the design inspector in the planet editor
First animation and character pack DLC is now live
Hey Depthians!
Well that was the quickest betatest ever. Steam got back to us really quick with test keys and we are now able to set the animation and first character set (Rin and Sakura) live so beta has had to go to stable. Other character sets will follow as we get them ready. These updates can really breathe some life into your builds and as you can see by the trailer movie you can really go wild and make some machinima! The documentation to add your own will follow at a later date, quite simply we are getting ready for Christmas with our families and we've set this live just now so you can play around with it over the holidays. We can and will expand upon it we just need to know what it is you want and need, there'll be a channel in the discord for discussion and requests. Certainly if you look on mixamo, we can add in any animations there fairly easily in any future updates. Have a great Christmas and New Year those who celebrate and others have a great couple of weeks! The team will now be absent for a few days at least to spend time with our loved ones. (Though we'll keep an eye out for anything major that may pop up.)
Stable 3.6.0 Fix: Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878] CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080] Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value
Add: Tracks, It is now possible to configure the tracks thickness Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels Tracks, It is now possible to reset the axle length of all the wheels in the track to 0 Tracks, It is now possible to add an offset to the axle length of all the wheels in the track Tracks, It is now possible to override the track material per track Wheels, It is now possible to set a coefficient to the wheel's width Wheels, It is now possible to set an offset to the position of the suspension's spring attachment
Change: Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired Tracks, Tracks now have a uniform width, even if the wheels do not have the same width Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored
Betatest 3.6.0
Have a great holiday period! There is a Christmas campaign created by a small army of elves led by Melch. Help Santa retake the North Pole from South Pole backed elf separatists! This could've been bigger if there had been more helpers, we can maybe build upon it going into January if people see this and want to help. Access it on the content menu. Thankyou Elves and Santa!
Gladyon has extensively changed the wheel algorithms and what you can all change on them. Animation DLC stuff is coming we are just waiting on Steam giving us some test keys and okaying everything.
Betatest build: Fix: Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878] CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080] Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value
Add: Tracks, It is now possible to configure the tracks thickness Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels Tracks, It is now possible to reset the axle length of all the wheels in the track to 0 Tracks, It is now possible to add an offset to the axle length of all the wheels in the track Tracks, It is now possible to override the track material per track Wheels, It is now possible to set a coefficient to the wheel's width Wheels, It is now possible to set an offset to the position of the suspension's spring attachment
Change: Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired Tracks, Tracks now have a uniform width, even if the wheels do not have the same width Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored
v3.5.9.4 stable
Steamworks, Upgraded from Steamworks 1.51 to Steamworks 1.53. This will allow mac computers with m1 chipsets to connect to Steam Stability, High stability increases munition warner range by up to 20%, instead of 10%
Cannon hit rate, CRAM and APS cannon tooltips now have a line for shots fired, shots hit and hit % Cannon hit rate, A hit is a direct hit on a construct/shield/missile/CRAM shell, explosive damage on missiles or timed fuses triggering close to constructs
Sound, Added a slider to the sound tab for adjusting the volume of in-game speech, such as in the tutorial APS, 3m heavy barrel is now different from the 3m regular barrel
Stable update that updates steamworks to 1.5.3
Update for Mac users to steamworks 1.5.3 which resolves issues launching the game with M1 silicon ARM_64 chips
FTD is 40% off for a week Oct31st to Nov7th
WINNARS
The first ever Scottish Game Awards and Scottish Game Week was held last week. We were finalists for two categories and won the 'Technical Achievement' award. As such we thought it would be cool to run a week long sale in case anyone is sitting waiting to see why we deserve such an accolade!
Scottish Games Week was Scotland's first ever giant industry conference set across multiple cities, with different speakers, government officials and games developers in attendance. Met some of my own game dev heroes and to be in a room with them while also receiving an award was truly an amazing feeling. If you want to find out more, news should become available at: https://scottishgames.net/
3.5.7 Bug fixes
Fixes:
CJE : [BUGS-4002] Pusher preset, Turner preset etc now work correctly with CJE with thrust direction changed by exhaust routing.
Blocks : [BUGS-4014] drive maintainer UI now displays correctly, allowing selection of the stim drive to control and manual setting of the value.
Data : Fixed an issue that stopped empty strings from being saved as empty (they would return to default values.
Podium : Fixed an issue with copy paste of some podium breadboard components.
Podium : IK positions coming from two different breadboard components trigger a lerping change in the animator rather than a jump of position.
Projectiles : Fixed an issue where complicated scenes would result in projectiles not moving as fast as they should and thus triggering timed fuses early, and potentially missing fast targets.
Tutorials : Fixed the AI deep dive tutorial.
UI : Use of the toolbar no longer causes a one frame screen flicker. Toolbar usability improvements such as responding to being clicked on being linked to configurable key map entries.
Stable 3.5.5 Is finally here!!
What is up Depthians!
A massively, massive update to the Stable branch that holds roughly 8 months of tweaks, fixes and new additions!
Before we get started tho, if you do run into crashes, things not working correctly or not displaying correctly make sure you are not running any mods, that your mod folder is empty and that you are not subscribed to any mods on Steam.
If you have problems with launching or the game crashing:
Remove or disable any mods
Reverify the integrity of the game cache in steam.
On to the update post. Unfortunately due to the character count and screenshot limitations from Reddit and Steam, details and changelogs will only be posted on our main site.
If you have been following Alpha and Beta branches then you can skip the change logs as this Stable is the final build we had running in Beta which is a copy paste job from our last beta post.
Key points of interest for those that have not been following Alpha and Beta is to read about the vehicle stability changes, APS shells can also be made within the turret UI, Custom propellers, Generic block setter and Generic block getter here: https://fromthedepthsgame.com/stable-3-5-5/ .