From The Depths
 This topic has been pinned, so it's probably important
From The Depths  [developer] Aug 8, 2014 @ 7:02pm
Development branch
FTD has what steam calls a "beta branch".

You can access it with the password "12charactersminimum" and it's name is "development".

right click From The Depths in library --> properties --> BETAS.

If you select to use that branch you'll get micro updates and relatively untested updates before they make their way to the main branch. In all likelihood it's probably only about half a day ahead of the main branch because I update very frequently. When I'm working on a more significant addition to the game however you could get access to the latest features to test 3 or 4 days earlier. Often I am confident enough in my own testing that I update both branches simultaneously.

You can use this development branch if you'd like to help me test new changes before they are sent to the main branch. From time to time a game breaking bug might force you to head back to the main branch- but that is all part of the fun, isn't it?
< >
Showing 1-15 of 511 comments
SilverDragon Aug 8, 2014 @ 8:07pm 
Very true, you are a update machine, you should try and rest sometime mate ;)
is there any way for us to know what updates we get in the development branch are already out for the normal version?
From The Depths  [developer] Aug 9, 2014 @ 10:27am 
I'll post here when I release something in this branch that isn't in the normal version. Currently the two are aligned as I just released a bug fix for electric engines. Full change log for last few days to follow. The game contains a "change log" accessible from the main menu as well!
From The Depths  [developer] Aug 11, 2014 @ 6:04am 
1.49 now in development branch. It's a good one so I suggest you read carefully:

Default heat seeking missiles are built for you when you 3, 4 or 5 missile blocks on a launch pad. Add a laser block to make it laser designator missile.

Button added to missile edit menu to flow a design to all same length missiles on the controller

A copy / paste function has been added allowing the saving and loading of 'prefabs'. Check the prefabs section of the inventory for many prefabs that I have setup for you. you can overwrite them, but you won't be getting them back if you do...

And now for some less interesting stuff:

Resource zones and your fleets displayed on the tactical map when you are returning to a location or engaging enemy territory

A the WASD binding for the character (which is customisable) has been extended to build mode. So you can now customise build mode

Left and right click for using player items can be re-bound elsewhere- so can the vehicle fire buttons

you can now change the 'desired minimum FPS' to allow it to run at normal 1:1 speed but with low FPS, or visa versa. Don't really recommend changing this.
Thank you for the prefabs :) building is much easier
From The Depths  [developer] Aug 12, 2014 @ 8:10pm 
Another update to the development branch.
[1.491] Rams should now give experience, and drills should give experience 100% of the time. I didn't test this so I might be wrong...

[1.491] Special fleet DWG Shrike Bomber squad added to campaign

[1.491] Missile component 'camera' added for selecting a range of targets for heat seekers

[1.491] The copy paste for missiles on a missile controller now pastes the parameters as well

[1.491] An \"AI Failsafe\" block has been added to attach to a local weapon controller to stop it shooting parts of your ship

[1.491] Fixed a bug with the damage system that may have caused a few campaigns and blueprints to be come unsaveable has been fixed

[1.491] Added more sounds to the game- creaking of boats/fortresses, turning of turrets and humming of energy shields.

It's extremely late and I'm very tired so there could be some issues here... but I gave it a quick go, got annihilated by a Shrike bomber squad and now I'm going to bed! Hope you enjoy the new stuff it'll all be going to stable branch tomorrow with any bugs you find today hopefully fixed!
Hansuki Aug 12, 2014 @ 8:58pm 
Im wondering if you can squeeze in a few more ideas, namely

1) F12 is by default the steam cloud screenshot button, while you have it mapped to Hide UI. And easy fix is to swap F9, your screenshot, with F12, taking both an internal and steam cloud screenshot at the same time. You'll also not hear the annoying snapshot sound from steam when hiding the UI.

2) I've gained about a full level now from the main menu. Not sure how, because I cannot seem to reliably reproduce it, but when I'm looking at the character sheet, I sometimes get a random xp injection. My first thought was, I'm getting credit for the stuff being killed in the backround of the menu. But clearly not all of it. So maybe some of those ships have XP values still attached to them.

3) The game is called From the come nothing comes at me 'from the depths'? (needs more sub AI, or Kraken AI, or both XD)

From The Depths  [developer] Aug 13, 2014 @ 12:40am 
Game had several monsters but when I ported from unityscript to C# for Steam I didn't put them back in. Won't be long now. I agree with points 1 and 2 :)
wishi Aug 13, 2014 @ 2:09am 
[1.491] Fixed a bug with the damage system that may have caused a few campaigns and blueprints to be come unsaveable has been fixed ... this was fast , thx ;)
From The Depths  [developer] Aug 13, 2014 @ 2:18am 
Welcome, thanks for reporting it - it happened to me too!
Shadowgale Aug 13, 2014 @ 6:27am 
Originally posted by From The Depths:
Game had several monsters but when I ported from unityscript to C# for Steam I didn't put them back in. Won't be long now. I agree with points 1 and 2 :)
Really big monsters would be sick
From The Depths  [developer] Aug 16, 2014 @ 1:33pm 
Another release into the development branch (v1.50). The main change is the addition of a new system called "building guides" that act as an on-rails tutorial for the different things you can build. Its still a work in progress in this development release but I'd like to know what you think about it. A number of bug fixes and simple requested features have also gone in. Haven't figured out what caused the crash with the balloon deployers yet- think it might be unrelated to the deployers.

Player experience and level always saved now (bug fix)

Builder guide for engines added

Guide for cannons also added

you can spray paint through shields now (bug fix)

Tractor beamed vehicles don't get damaged by collisions

Fixed bug with sonar and one turn component (bug fix)

Splash noises added

Game prompts you to save before quitting in campaign

Input manager had a duplicate entry for rolling left and right, now fixed (bug fix)

F9 is now for HUD toggle and F12 is for screenshots

Made it a bit more obvious how to equip a skill in character sheet
Maruun Aug 16, 2014 @ 1:42pm 
The building guide is awesome! That should help alot new players
Building guide is helpful! Once there is a guide for all the other things, I don't think anybody would have any trouble really. Really good at explaining the placement of things and their role in the object.
[SOT]Plasson Aug 16, 2014 @ 2:17pm 
a comment about the "splash noises" The splashing when your camera enters water, not the bot (when building etc) ...... Please reconsidder that one. when you're building at or just below the water liine it keeps on splashing, and splashing, most notably when building inside a hull (like my 40k+ engine I just made) as you then usually have to move the camera around quite a bit, and it will move above and below the waterline..
< >
Showing 1-15 of 511 comments
Per page: 15 30 50