From The Depths

From The Depths

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Custom Cannons Resurfaced
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15.434 MB
Jul 7, 2024 @ 2:03am
Jan 11 @ 3:39pm
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Custom Cannons Resurfaced

Description
Custom Cannons return from the depths! Do not expect them to fight lightly!

Just like old times
Actually not really so much, Neter has evolved, and they were too late to the scene...

So to boot, Custom Cannons have seen drastic changes with the game and have adapted to better suit it.
Armor has been significantly buffed since their time, so Custom Cannons may struggle when used normally.
They should never fire slow like CRAMs because they never fired slow to begin with.

They want to fire F A S T!
Most of the damage Custom Cannons deal is with sheer volume of fire
They are not ammo-economical by any means, so expect to require more ammo than CRAMs.

CRAM Converter
Convert existing CRAM designs to Custom Cannons. This can be used on old builds that were deprecated when CRAMs replaced Custom Cannons!
You can convert CRAMs to Custom Cannons in the CRAM UI.
This can be reversed through the Custom Cannon UI.

Gatling Mode
To evolve, Custom Cannons have gained multiple barrels like the APS, BUT
Unlike APS, where each barrel fires independently, Custom Cannons spool up using engine power!
With this they can reach impressively high volumes of fire!
This comes at the cost of some ammo efficiency and lowers the maximum gauge.

Steam Assist
While railguns work fine with APS, and CRAMs are too heavy to launch any faster,
Custom Cannons rely on copious steam pressure to be launched at higher velocities.
This is VERY costly.

This outrageous development is clearly out-lash due to the swift evolution of their mortal enemy, the Flying Squirrels

Calamity CRAM
You can pack Custom Cannon shells into CRAM shells using the Custom Cannon Deployer and the CRAM Rammer [WIP]

Balance?
This is where things fall apart!
I happen to have a copy of the last version Custom Cannons were present in, so I used that as a main reference. The problem is many of the changes since then have drastically impacted the way they act with the world.

Biggest of all the changes is the removal of Fleet Bonuses.
Back in Robbaz's Ragnarok video, the ship appears to rip through everything in it's way. I know that Robbaz was using fleet bonuses, but that is no longer present in vanilla FTD anymore. I have re-created the classic Ragnarok with Custom Cannons with a slightly more optimized setup and still wasn't able to replicate the absolute destruction.

Projectiles from the old Custom Cannons appeared to have dealt splash impact damage as well, which isn't present in Resurfaced (for balance, laziness & performance reasons)
42 Comments
Enderjed Jun 16 @ 11:44am 
Frankly, quite impressive!
Legionite  [author] Apr 28 @ 5:22pm 
Note: It is a known issue where mods sometimes do not load properly on game startup.
This is a known From The Depths base-game bug and it can currently be resolved by restarting the game.
Prismic Apr 1 @ 1:42pm 
Same @Goyo Im receiving the fatal error and it wont load world properly
Goyo Jan 15 @ 11:15am 
It apears that whenever i launch it always enchounters a fatal error. I think this is a issue maybe on my end but i wanted to check.
Legionite  [author] Jan 11 @ 3:40pm 
Updated for Stable 4.2.3
aFancyPirate Jan 3 @ 10:17am 
Hey man, would it be possible for you to send me a copy of old FTD? I've been looking for one for years, and given that that version is almost ten years old, I would love to do a video on it! Thanks
Skitter Dec 26, 2024 @ 11:13pm 
(I was also going to add in a couple of scenarios I visualized in my head regarding where crew would fit in the game, but steam's 1000 character limit said no. If you want to read it I put it in a pastebin here: https://pastebin.com/ygzqEhr4 though steam might not like pastebins so I'm not sure if this will work)
Skitter Dec 26, 2024 @ 11:09pm 
Those ideas sound like a good idea for an overhaul mod if you feel up to it, there's currently none right now.

I was thinking way simpler than that for NPCs, just something that can man your stations as a backup in case your ship's AI is dead/dumb or to replace it entirely, and to shoot at boarders or board nearby enemy ships themselves.

Going back to ship design, I believe it would enhance the depth by providing a gameplay reason for making your ships walkable, so your crew could access your ship's stations in the event of a lucky shot on your AI bits. This would add depth to building, do you want to go with automated innards but risk having your ship bricked by an unlucky shell, or take time to make your ship livable to house a crew but also potentially costing more or creating weakpoints?

Plus, it would also make boarding no longer risk-free, as right now there is no way to stop someone from hopping onto your ship and tunneling to the important bits with hand weapons.
Legionite  [author] Dec 25, 2024 @ 7:15pm 
I had plans to add in NPC Crew that would have overhauled Crew altogether, which would interact with and buff ships using stats like the old player Fleet Buffs system alongside utilizing the Character DLC models if you had them installed.
The mod's NPCs were intended to be far more lifelike.
Campaign designs would also get their own respective NPCs, like the DWG would have boarding pirates on the Jacob's Scorn. OW would have knights, ETC.

However this is a significant feature to add to the game since nearly none of the old NPC code works anymore, and is far more complicated.

Furthermore from what a significant section of the community suggests, the bulk of the gameplay is around ship design.
NPCs and Skill/Fleet buffs contradict this, and thus no longer fit with the theme of FTD.

Crew and the Fleet Buffs system is likely best reserved for another game.
Maybe it will be present in the next game the FTD devs have teased in the official discord server, but who knows?
Skitter Dec 24, 2024 @ 12:33am 
Would it be possible for you to bring back the old crew bot NPCs? I want to make my ships boarder proof.