In this update15
Full notes
Full From the Depths update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Balance
- Workshop
- UI and audio
- Fixes
From the Depths changes
From The Depths v4.3.2 — Stable Release
The headline feature of this update is the new sail system created by Luxon after many months of work. A long list of fixes across missiles, fires, steam, APS and more have also been done during this extensive update period. Also in this update I (Sean) have implemented a huge optimisation for buoyancy which should no longer make airpumps the crazy lag machines they used to be. After this update goes live I'll be looking at some other ways to further optimise performance which I've already had the initial OK on. Some Neter updates didn't make it in time, they'll be added next week at some point in a patch. Thanks again to all campaign builders and bounty entrants! Enjoy! Ship by Odez using new sails.Steam post image
Additions
Sails 2.0 - Added a new system to create sails, having an origin block that you connect to special attachment points.
Broadside 2.0 - Added an option to prefer broadside switching across the front or back, improved behaviour for getting the fastest switch method, preventions for "broadside chasing".
Breadboard - Breadboard maths evaluator now has a .normalized function for vectors.
Debugger - Added debugging for fires and laser in the damage debugger.
Prefab - Added block only, no deco mode to the prefab tool.
Blueprint Spawner - Added a toggle to override the default 30s spawn timer trigger on ACBs if something is already held.
Steam - Added Steam valve multiplayer synchronisation when used with ACBs.
Steam - Added the ability to change the power priority of steam crank motors.
Missiles - Added large interceptor type.
Prefab - Prefab size can now be entered manually using the keyboard.
APS - Can now select your preferred firing effect.
APS - Added railgun barrels to APS, they act as regular barrels with a built-in railgun magnet.
Changes
Flamers - Bottom connection flamers idle aim direction can now be set for their full rotation.
HA Buoyancy - Heavy armour now take 2.5ish alloy to float it instead of 4. This is a direct buff to ships.
Decoration - Spotlights can now be hidden by decorations.
Resources - All constructs now have a minimum of 10 material storage to avoid soft locks in adventure mode.
Paddles - Changed HP/armour/cost from 75/3/3 to 175/35/5.
ERA - Changed sloped ERA cost from 2.5 to 5.
Lua - Changed from slua to MoonSharp so it should work on MacOS again.
Refill - APS refill now also refills rail charge and absorption from the UI in designer.
Airpumps/Buoyancy - Added Sean's ultramega airpump and buoyancy optimisation 2029 TM.
Missiles - Interceptor range has been reduced on all types.
Missiles - Torpedoes are no longer slowed down by damage to them.
Missiles - Air interceptors will no longer target torpedoes.
Missiles - Thump and HEAT no longer work on proximity fuse missiles. Incendiary and EMP work at reduced effectiveness at 20% less damage.
Building - It is now possible to edit decorations in mouse build mode.
Steam - Valves should no longer be EMP susceptible.
Prefab - Prefab max size increased to 999.
Weapons - Weapon sync can now be saved inside of prefabs and subobjects.
Targeting - Targeting logic has been adjusted, now targets are determined by occupied cells on a craft rather than individual blocks (affects AI targeting and missiles.)
APS - Railgun casings have 40% reduced recoil for energy used on them.
APS - Hollow point head now gives a higher speed increase.
APS - Railgun component cost and performance has been increased.
APS - Longer recoil absorbers now give extra recoil capacity based on length.
Armour - ERA now weakens frag projectiles.
Fixes
ACBs - Fixed a bug where Wheel [spring length] would affect [solid extension length] by mistake.
APS - Fixed a bug causing 4-barreled guns to invert the rotation of decorations placed upon them.
APS - APS barrels should no longer disappear when repaired in a specific order.
APS - Fixed illegal connections on 3x3 omni and 3m elevation mantlet.
Blueprint spawner - Fixed a bug causing vehicles held by blueprint spawners to account for collision avoidance of the mothership.
Docking station - Fixed a bug causing vehicles released from the mothership by docking the mothership itself to have no drag.
Control - Fixed a bug causing "AI control only" to still respond to player targeting if it has a valid target.
Steam - Fixed several bugs preventing steam components from connecting properly.
Steam - Small visual fix to the Steam shaft bearing 1m mesh.
Fortress - Fixed a bug causing fortresses to fall apart once their origin thruster gets disconnected.
Decoration - Fixed a bug causing the "Apply with mirror" option to delete decorations on said block if the mirror line goes through its position.
Weapons - Fixed a bug causing altitude shells to detonate prematurely.
Weapons - Fixed bug that caused CIWS controlled missiles to fire even when set to AI only.
Warp drive - Fixed a bug causing warp drive energy to be saved into a vehicle, making it necessary to charge a warp drive before saving a vehicle.
LAMS - Various fixes for handling target switching, aiming, overkill calculation, visuals and sounds. Also better coordination between nodes/interceptors.
UI - Flagship settings should no longer duplicate or swap if you have subspawns.
UI - Stopped a bug where having the detection panel open and the block you interacted with being destroyed could cause a soft lock.
Game - Fixed an exception that occurs a lot in the background to do with water level calculations.
AI - Broadside 2.0 now uses the correct side when trying to use the side with the highest firepower.
CRAM - Stopped a bug that would cause the game to crash if a CRAM fusing box was deleted in certain circumstances.
Gamespeed - Fixed an issue where game speed wasn't properly processed above 1. Affected things like material mining yields.
CRAM/Plasma - Changed how barrel orientation is handled to allow decorations to be placed at different orientations without needing adjustment.
Building - When using block by block build, subobjects should now load in correctly.
Breadboard - Component position shouldn't be altered on save and load.
Porthole - Small visual fix to the porthole mesh.
Strat view - Fix for duplication of fleet names in the strategic UI.
Missile Breadboard - Changed 11 single instance parameter outputs to lists which should stop the issue with splitting parameters across multiple output components of the same type.
Missile Breadboard - Self Info no longer incorrectly converts velocity to universal coordinates. Launch Vehicle Info labels corrected from "local coords" to "standard coords".
Fleets - Fixed craft duplication in strategic view caused by drones being added to the fleet twice on load (once from saved fleet data, once from parent construct spawning).
Missiles - The labels for ejection elevation and azimuth were wrong when looking at the GBS.
Missiles - When using the reload all designer function the mesh would remain in the gantry after firing. Fixed.
Missiles - Multiple missile breadboard parameter output components of the same type now all contribute their values instead of only the last one working.
Clampy foot - Fixed bug that would cause the physics thread to break if the foot was deleted or destroyed while clamped.
Fires - Fixed bug where a loop would cause fire damage to exponentially increase if next to a subobject.
Fires - Fuel should no longer be teleported from 1 layer to another by a pulse laser shot.
Fires - Small intense fires will no longer merge with larger fires unless they are within a 10% tolerance of each other. This also prevents the teleporting of fuel over large distances.
General - Added protection to V menu when camera locked on an enemy to prevent changing of settings on the enemy. Exploit fix.
Steam - Fixed several bugs preventing steam components from connecting properly.
CONTENT CHANGES
Neter
Deepwater Guard (DWG)
Atlas: Aesthetic improvements.
Coyote: Miscellaneous fixes.
Crossbones: Generalised improvements to speed, armour, firepower and defensive functionality, plus a new popup missile turret in the bow. Adventure difficulty increased to 35-45 from 30-40.
Great Souvenir: Weapon/balance optimisations, fixed leaking helium pumps, reinforced paddlewheel supports.
Hoplite: Missiles no longer fire while out of range.
Jacob's Treehouse: 500mm APS turret can now rotate properly.
Kraken: Fixed disconnected camera detection.
Marauder: Main gun shell composition adjusted, now uses a "point at" behaviour and will broadside when the target is too close. Fuel engine replaced with a steam engine, various aesthetic improvements including an 8-spoke paddlewheel. No difficulty changes.
Moray: Side APS turrets updated to be dual-purpose between AA and CIWS. Minor miscellaneous improvements.
Plunderer: Raised superstructure, adjusted APS loadout, deco adjustments.
Tarpon: Finally has its horn back, now using integrated audio files rather than external URLs.
Vanguard: Added FoF restrictions to turrets.
Onyx Watch (OW)
Alcazar: Overhauled; retains its general shape/role but has been internally redesigned. Godly difficulty, adventure difficulty 50-60.
Claymore: Added LWC/failsafe restrictions so it shouldn't obliterate itself when trying to shoot subs.
Eyrie: Side turrets can now aim upwards properly, and added missing pellets for the frontal CRAM cannons.
Palstave: Added missing IFF for missiles.
Stalwart: Overhauled; similar shape/form with a large central CRAM/bell tower and improved AA capabilities. Godly difficulty, adventure difficulty 35-45.
Lightning Hoods (LH)
Angstrom: Missile module adjustments.
Ascension Prototype: Fixed an internal disconnection.
Candela: Overhauled; removed carrier capabilities, augmented to be more general-purpose rather than dedicated anti-swarmer. Godly difficulty, adventure difficulty 75-95.
Cathode: New/reintroduced submarine, Horizon corporation; a large, dedicated sub hunter with variable behaviours to adapt to certain scenarios. Godly difficulty, adventure difficulty 75-90.
Dipole: Added trail gens and redecorated the thruster pods.
Dynamo: Added aesthetic magnetic cargo mounts to the bottom and changed rear thruster deco. Improved internal redundancy, deco adjustments and behavioural bugfixing.
Eclipse: Gave the AI mainframe a name.
Faraday: Added aesthetic magnetic cargo mounts to the bottom and changed rear thruster deco. Fixed rear interceptor composition and increased the amount, added green ion trails to missiles.
Hydrovolt: Fixed a ground collision issue.
Isochronous: New ship, Horizon corporation; a water skimmer with a focus on plasma broadsiding. Hard difficulty, adventure difficulty 50-70.
Jupiter: New ship/skimmer, Kikenna corporation; a large, luxury yacht with a large plasma cannon and frontsiding capabilities. Rumors say that upon spotting an enemy, one of its slot machines always lands on a jackpot. Godly difficulty, adventure difficulty 60-75.
Luxon: Added trail gens.
Quadrupole: Added trail gens and redecorated the thruster pods.
Quartz Stone Fortress: Overhauled; "Slorp Corp is now unleashed upon Neter." Faction HQ.
Tesla: New ship/skimmer, O.H.M. corporation; a dedicated carrier craft carrying 4 Monopoles, armed with its own laser array. Medium difficulty, adventure difficulty 40-60.
Thunderbolt: Primarily aesthetic update, minor functional adjustments. Adventure difficulty reduced to 10-30.
Thyristor: Decorated L missiles and added secondary torpedo propellers to them, improved stability against submarines, and named the AI.
Twin Guard (TG)
Acceptance: New plane, Eris Subforms; a hypersonic attack plane which creates a fiery inferno with its missile barrage. Medium difficulty, adventure difficulty 20-30.
Agony: Updated raft around the main craft, missile loadout adjustments, functionality cleanup. Adventure difficulty increased by 5 (50-60).
Cope Swarm: New plane/drone swarm; hypersonic microjets which circle around a target and unleash volleys of missiles. Medium difficulty, adventure difficulty 20-35.
Curiosity: Lasers can fire again.
Jealousy: Functional cleanup, now uses 8 rotating PACs.
Loathing: Functional cleanup, now uses 1Q lasers.
Mirth Swarm: New drone swarm; a group of small attack planes which deliver a massive payload of APS "bombs" before circling at a distance to reload. Medium difficulty, adventure difficulty 25-35.
Obsession: Fixed adventure difficulty; now 35-45 instead of the default 20-80.
Spite: Updated armour scheme, adjusted PAC. No difficulty changes.
Tolerance Swarm: Adjusted scuttling parameters.
Valor Swarm: Overhauled; a trio of large drones that deliver a barrage of large missiles, primarily to combat frontsiders and ships. Hard difficulty, adventure difficulty 30-40.
Wonder: Generalised aesthetic overhaul, including new animatronic parts, and improved laser tetris.
Steel Striders (SS)
Albatross: Overhauled; a dedicated anti-submarine bomber with a singular special nuclear torpedo. Hard difficulty, adventure difficulty 30-60. Poles removed from the armour scheme.
Allegiance: Beaming optimisation.
Angel Shark: Added BB code to vary the hull number.
Basking Shark: Added BB code to vary the hull number. Fixed a disconnected detection piece.
Black Current: Changed the cluster missile sub munitions from frag to incendiary with proximity fuse. Fixed rudders missing pivots.
Blacktip Shark: Added BB code to vary the hull number, added camo.
Bullshark: Added BB code to vary the hull number. Updated hologram projectors for the eyes to use local imagery.
Catshark: Added BB code to vary the hull number, plus replaced ACB functions. Updated hologram projectors for the rear turret ring to use local imagery.
Catshark (story mission): Updated hologram projectors to use local imagery.
Chrysaor: Added BB code to vary the hull number. Fixed unpainted beams.
Dryad: Added BB code to vary the hull number. Poles removed from the armour scheme, rigging added.
Greatwhite: Added BB code to vary the hull number.
Harpy Squadron: Cosmetic improvements (also applies to the Ashes of the Empire version).
Heracles: New plane, Aerodyne Incorporated; a small aerial broadsider that strikes from high and afar with APS and CRAM munitions. Medium difficulty, adventure difficulty 20-40. Poles removed from the armour scheme.
Iron Maiden: Main APS turret RPM increased to 10 from 9, shells changed to APHE. Minor colour fixes.
Lako: Changed AI pathfinding to water, removed deprecated PID blocks.
ReefShark: Added BB code to vary the hull number.
Remora: Added missile decos.
Resolute: Improved roll PIDs, optimised block count of AI systems, minor APS adjustments, improved EMP insulation.
Sentry: New design which replaces the "Anti Air Cannon" but performs the same functionality as an AA structure. This should retroactively apply to previous campaigns.
Thresher Shark: Added BB code to vary the hull number, plus replaced ACB functions. Fixed the CIWS "hat" not dialed to the same weapon control channel as the gun.
TigerShark: Added BB code to vary the hull number.
Typhoon: Major hull rework; readjusted missile amounts and their payloads, reworked EMP insulation, added ACB functions to BB, added a hull number script. No difficulty changes.
Tyr: Added more laser warners to the front and middle, cleaned up duplicate decorations.
Valiant: Fixed a broken torpedo tube and disabled damage debugging.
Victoria: Main APS turret RPM increased to 10 from 9, shells changed to APHE. Minor colour fixes.
WhaleShark: Added BB code to vary the hull number.
Grey Talons (GT)
Aetos: Aesthetic improvements, added a tail control surface to improve roll authority, fixed blocked intakes for central lift.
Harpia: Fixed blocked air intakes for small CJEs.
ICBM: Fixed some issues with BB behaviour.
Lamprey: Generalised improvements to weaponry, frontal armour and thruster response; missiles now have decoration. No difficulty change.
Peacekeeper: Added lore.
Phalaris: New thrustercraft, Rusted Ram tribe; an aggressive rushdown craft using a potent flamethrower. Medium difficulty, adventure difficulty 25-35.
Stratus: New cargo/builder thrustercraft which replaces the Weaver.
Thunderclap: Changed barrel decos so it shouldn't get mistaken for CRAMs anymore. Fixed rear turret firing restrictions.
Weaver: Retired, replaced by the Stratus, including the preset spawn on the map. (New campaign required, though the Weaver still suffices for older campaigns.)
Scarlet Dawn (SD)
Dark Star: Fixed disconnected steam pistons.
ORION: Adjusted scuttling parameters to prevent premature scuttling.
Velocity: Improved flight performance, adjusted missile loadout.
White Flayers (WF)
Charger: Corrected grammar/spelling issues in lore.
Charon: Fixed a typo in one of its hologram projectors.
The Last Rite: Overhauled; a ramming thrustercraft with amphibious capabilities equipped with a potent drill. No difficulty changes.
Neter campaign/general
Fixed the "Scarlet Skies" campaign victory trigger to properly be addressed as a victory condition, updated the short description for both pass/fail conditions, and fixed a broken victory condition to be necessary again.
Fixed a misplaced Fulgurite in the TG campaign; it is now properly placed in an RZ as intended.
DWG fleet colour slightly adjusted; secondary alpha increased from 0.64 to 0.78 (applies to both Neter and Ashes of the Empire).
Ashes of the Empire
Disruptor (LH): New tank, Armoured Core corporation; a hovertank that utilises a burst laser, and the first example of their newer line of tanks. Adventure difficulty 40-60.
Dune Hauler (DWG): New tank; a minelayer truck which retreats and scatters a large amount of mines behind it to devastate landbound pursuers. Easy difficulty, adventure difficulty 0-20.
Heracles (SS): New plane, same as the Neter version. Medium difficulty, adventure difficulty 25-55.
Jackal (SE): Added BB behaviour to missiles to make them perform a top-down trajectory, altered firing behaviour of the missile launcher, added animimic suspension, and will try to seek cover if possible. Poles removed from the armour scheme.
Qualm Swarm (TG): Removed from spawning in both campaign and adventure while major performance issues are investigated. It's still available in the designer menu.
Scallywag (DWG): New tank, Crooked Masts faction; a small, versatile land unit based heavily around missile armaments. Hard difficulty, adventure difficulty 5-15.
Thor (SE): Fixed the side turrets that were stuck in place, added deco to the roadwheels.
Wolf Spider Drone (SE): Fixed wheel deco.
Glao
Calcite (OFD): New ship; follows the general design of other OFD ships and uses CRAM for its primary weaponry. Medium difficulty.
Chlorine (OFD): New sub; a frontsider with a large frontal APS turret using AP fragmentation shells. Hard difficulty.
Cobalt (OFD): Generalised improvements. Set to easy difficulty.
Copper (OFD): Generalised improvements. Set to godly difficulty.
Demolitionist (GI): Fixed missile decorations, replaced spinblock claws to not have spinblocks.
Emerald (OFD): Bridge now painted correctly, increased size of bottom thrusters.
Guides and misc
Plasma guide: Updates to correct some reported issues. (Note: this temporarily makes the voiceover inaccurate for the "Accelerators" and "Collectors" sections.)
Lasers: Corrected AP references for a laser tip and for laser couplers to mention intensity instead.
Severance (APS Prefab): Corrected description to state it's 7x7, not 5x5.
Source
Changelog.gg summarizes and formats this update. How we read updates.
