
Steam news
Full Steam announcements and update articles for this title.
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.
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.
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.
ACBs - Fixed a bug where Wheel \ would affect \ 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.
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.
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.
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.
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.
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.
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.)
Dark Star: Fixed disconnected steam pistons.
ORION: Adjusted scuttling parameters to prevent premature scuttling.
Velocity: Improved flight performance, adjusted missile loadout.
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.
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).
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.
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.
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.
Hey everyone! Thanks for another great year of FTD, the necromancy spells still hold and FTD is still going. We are working on a new game (and have been for over a year now) which is completely not builder game or FTD related and is more of a tactical game like x-com but 1st and 3rd person. We'll let you know more about that later in the year, stay tuned and keep in touch! Still more FTD plans in the works too! Moving on...
Well this is a year late because of issues outside of our hands but Japanese is now supported in the game, I know we already have a rather large Japanese fan base and its great to FINALLY give them a localisation option. 皆さん、こんにちは! (I'm trying ok!) I did want to get you a sails update for Christmas but it is still in testing and still needs to be localised and I'd rather it was done right than rushed so it is coming, SOON! TM. Here's a picture from early testing. The elves have been hard at work making an update to the Christmas Campaign. You can find it under the Content menu and by loading that "planet."
I actually promised to highlight some rather cool machinima earlier in the year and forgot. The great Misallocation series by the United Builders server and maybe some friends. They have pushed the FTD limits and then some and I am in awe of how they managed to take some of the scenes they did, well worth a watch! The pilot: The episode1 trailer:
A big shout out to all of the other content creators that still make FTD content. Lath, Borderwise, Gmodism, Rorsten, ApertureGaming, 3dwrecker, LightoftheWorld3, Kringe224, Mizarluke, Hawkins, JustaWrench, TheGingerSpartan15, HamaTV, the many tournament organisers, and probably many more that I am just not aware of! There is a channel on the discord for sharing video or twitch content, if you need the role let a mod know and share away! Thanks again everyone, have a great holiday period! Sean
UI:
Added Q menu nodes for refilling or reloading all weapons and a reload all option.
Changed hierarchy to split up resources from ammo and energy type weapons.
Localisation:
Added Japanese localisation support.
Christmas!:
Christmas campaign has been updated with many designs.
Breadboard:
Fixed Base and Current thrust pins in Missile SelfInfo - Current thrust can no longer be reset early to 0, and Base thrust now shows base value instead of health modified thrust.
Fixed breadboards sometimes not loading when multiple components tried to write to a dictionary.
Fixed copying, pasting, and duplicating accumulator components with altered values.
CJE (Custom Jet Engine):
Fixed game crash when replacing jet generators.
Seabird Cannon Fortress
Should no longer be built by HQs (static spawns on the map are retained)
Wanda
Fixed pitching capability, can now properly aim at naval units
The Flayed Soul
Fixed displayed design attributes such as its cost
Pelekan
Adventure difficulty increased to 30-50 (was set a bit too low before)
Asphodel
Balance/propulsion dynamics reworked, allowing it to be stable even with AI turned off
Dryad
Overhauled, retains its original identity
No difficulty changes
Iron Maiden
Difficulty reduced to easy
Cassiopiea (renamed to Cassiopeia)
Internal overhaul
No difficulty changes
Singularity
Internal overhaul
No difficulty changes
Phalanx
Retired, replaced by Qualm Swarm
Qualm Swarm ⭐ NEW
New tank; a trio of warping beetles armed with CRAM and flamethrowers
Note: Beetles may flip after warping
Adventure difficulty 20-40
Missiles:
Improved missile guidance handling of roll so that turning thrusters don't keep firing when pointed at a target
Breadboard:
Fixed connection colours not being saved in breadboard prefabs.
Fixed naming an anchor component "start" or "Start" causing the breadboard to automatically move to that location.
Additional NaN (Not a Number) protections for missile breadboards.
Fixed set target position and set target offset disabling guidance modules when active.
UI:
Fixed file selection menus breaking when a folder is deleted.
Breadboard:
Changed multiply component clamping to allow smaller numbers.
Flying Squirrel
Overhauled propulsion/evasion
Price reduced without compromising evasion
Riverhome
Fixed clipping issue with frontal shield and smokestacks
Palisade
Overhauled; still retains its original concept but heavily improved
Hard difficulty, adventure difficulty 30-40
Palstave
Difficulty reduced to hard from godly
Quadrupole
Added proper structuring to the material platform
Added BB notation
Alarmed
Torso should now anchor to the base more reliably
Harmony Swarm
Fixed a critical issue with missing BB components
Hyperion
Difficulty increased to godly as originally intended
Allegiance
Fixed disconnected cooler on main gun
Falcon Squadron
An incorrect version was submitted, which has now been addressed
Iron Maiden
Fixed block missing from hull
Victoria
Fixed block missing from hull
Rapromium's Dockyard
Potential fix for leaving the resource zone
This will only apply in new campaigns
Release Date: December 3rd, 2025 Hey everyone, a sort of surprise update for most of you. I did a bit of a secret project and created missile breadboards! These allow for some interesting missile behaviours and guidance without being as broken as a LUA missile by using seeker information. Some of these might filter into campaign designs eventually, it takes time. This also comes with a gigantic UI change to regular breadboards that includes prefabs, checkpoint based undo redo and command based undo redo as well as many new shortcuts, components etc. This has been done with a huge amount of back and forth from experienced bread bakers and a huge shout out goes to the testers who provided critical feedback on some very, very complex issues. Awesome community as usual thanks! Credit to Cornholio's breadthing mod that contained some of the ideas implemented, it still has a few cool things in it for bakers so once he's updated it, check it out! AS USUAL BEWARE OF MODS AFTER A STABLE UPDATE. IF YOU HAVE WEIRD ERRORS YOU PROBABLY HAVE A MOD ACTIVE. ONE OTHER VERY IMPORTANT THING. A BUG WAS FIXED IN AIRPLANE 2.0 TO DO WITH PIDs AND PITCH CONTROL. THIS MAY HAVE AFFECTED YOUR VEHICLES THOUGH UNLIKELY. In other news its that time of year again, Christmas! The discord community have once again started "Building Christmas" for the Christmas Campaign. if you'd like to join in you can find the very obvious channel underneath the general chat. Here is one of Dr Kreuzer's incredibly cool builds for it!
Missile Breadboards:
Missile Breadboard Controller and Missile Breadboard Receiver components.
New missile breadboard system that allows fine control of missiles - breadboard controller block can be placed anywhere, and missiles must have a receiver component to receive instructions. Missiles use 1 board instance with their own variables running through it.
Breadboard System:
Area select, multiple select, and drag components.
Copy and paste components, including multiple select copy and paste.
Duplicate groups of components while maintaining connections.
Apply colours to components and connections.
Command-based undo/redo system for creating, deleting, and moving components, connections, and pins.
Checkpoint-based undo/redo system with manual and auto-checkpointing.
Various new keybinds with a new help panel to display them.
New friendly information components.
New self information components.
New vector manipulation components.
New anchor component for navigating large canvases like bookmarks.
Inputs and Outputs now have their own dedicated UI section.
Prefab system (note: each system is unique and breadboard prefabs can't be shared between systems)
Decoration:
Mirrored parts for standard doors
Breadboard:
Camera is now locked while in breadboard unless middle mouse is pressed to release, preventing the camera from consuming events
UI scaling improvements to maintain readability at different zoom levels
Toggles added to printer and comment components to clarify zoom/scaling behaviour
Missiles:
Added configurable cone slider for IR and Radar seekers.
Can now set missile thrust to 0 via breadboard.
Removed the single-pixel IR blind spot.
Added drag to rear-launched missiles.
AI:
C menu now features a collapsible hierarchy of AIs when multiple are present on a vehicle, ordered by priority with ID as fallback.
AI Mainframe Tab now includes a section for missile breadboards.
AI (Airplane 2.0)
Fix for pitch demand in this particular AI. Please review your PIDs if your vehicle uses this AI and is behaving erratically.
Breadboard:
Button section now scales correctly on large resolutions.
Missiles:
Fixed missile laser painters becoming sticky when intersecting other laser painters - properly clears laser state when no valid targets are hit.
Missiles with 0 thrust no longer consume fuel.
Fixed gimbal locking by changing how guidance works (removed a method that incorrectly removed roll from missile movement)
Laser designator heads can no longer be pasted into the middle of missiles.
ECM:
Now correctly outputs true velocity position instead of perturbed velocity position.
Once again thankyou to all Kotl, kotl helpers and players who have contributed to the campaigns.
Party Barrel (Distillery subspawn)
Fixed material allocation.
Felix Flieger B5 Geier
AI behaviour/PID tweaks to keep it from diving into the water.
Scrapper
Updated lore.
Amberjack ⭐ NEW
New airship, Sven Kno corporation: A dedicated submarine hunter that harpoons naval units and blasts them with a shotgun-esque cannon.
Hard difficulty, adventure difficulty 20-40.
Distillery ⭐ NEW
New defense installation: A weaponized distillery that deploys explosive "party barrel" subspawns at incoming foes.
Easy difficulty, will be augmented into the campaign at a later time.
Jacob's Treehouse
Overhauled; still retains its general aesthetic but is now much more formidable with its varied arsenal.
Hard difficulty, adventure difficulty 20-40.
Jacob's Scorn
Retired.
Panjandrum
Overhauled; rebuilt entirely with improved structuring but keeps a similar aesthetic and behaviour.
Spawns with 2 Smoker ships.
Medium difficulty, adventure difficulty 20-30.
Sai ⭐ NEW
New ship: Replaces the previous Scrapper as a fast hoverboat armed with torpedoes and an APS cannon.
Medium difficulty, adventure difficulty 10-20.
Scrapper
Overhauled; a general merging of Jacob's Scorn and Scuttlegun into a more efficient threat.
Easy difficulty, adventure difficulty 10-20.
Scuttlegun
Retired.
Smoker
Retired as a standalone campaign unit as it now spawns with the new Panjandrum.
Still spawns in Adventure.
Swordfish
Overhauled; rebuilt to modern aesthetics as a fast, aerial CRAM broadsider.
Easy difficulty, adventure difficulty 15-25.
Wanda
Minor rework; increased vulnerabilities and weaponry generally reduced in firepower to keep it in line with other easy difficulty craft.
Difficulties unchanged.
Abactor
Changed propeller layout, improving velocity and turning capabilities.
Crossbones
Adjusted scuttling, added yaw control to paddlewheels, slight idle elevation to cannon barrels.
Motte
Overhauled; this is now a defense installation which will be added to the map in a future update.
The ship version has been retired.
NOTE: Any Mottes on an existing campaign save will spawn as this fortress on the map! Going forward they will no longer be produced.
Hydrovolt
Overhauled; a close-range attack submarine with a potent laser.
Hard difficulty, adventure difficulty 45-55.
Fuse
Difficulty decreased to medium.
Angstrom
Overhauled ship, O.H.M. corporation: Known as "The Official LH Missile Spammer."
Hard difficulty, adventure difficulty 50-65.
Dipole
Updated thruster/trail colours.
Gigawatt
Removed unused boiler, fixed stuck flare doors.
Terawatt
Overhauled Ship, O.H.M. corporation: An armoured yet manoeuverable skimmer focused around plasma firepower.
Godly difficulty, adventure difficulty 65-80.
Thunderbolt
Updated general design to faction standards and updated detection.
This also applies to the version in AotE.
Hysteria
Switched to air travel mode to address campaign issues of it spawning in the water.
Harmony Swarm
Overhauled BB to address major desyncs in MP.
This update also applies to the AotE version.
Spire
Added missing blueprint.
Caracara
Fixed missing lore.
Wasp
Reworked armour and most components to bring it up to expected standards for its difficulty.
Retribution
Guns are now burst-fire using different ammo.
Overhauled AI behaviour and PIDs to improve mobility/stability.
Added BB thrust vectoring.
Aesthetic improvements.
No difficulty changes.
Allegiance
Reworked EMP insulation.
Updated APS ammo.
Added deco to torpedoes.
Adjusted internals.
No difficulty changes.
Argonaut
Numerous generalised updates.
No difficulty changes.
Bullshark
Minor paint correction.
Excalibur
Numerous generalised updates.
No difficulty changes.
Falcon Squadron
Fixed variable geometry wings being stuck.
Resolute
Numerous generalised updates.
No difficulty changes.
Spiral Squadron
Improved AI for attack runs.
Trondheim
Reworked EMP insulation.
Added more material storage.
Catshark
Beaming/EMP insulation improvements.
Iron Maiden
Reworked EMP insulation.
Adjusted roll foil controls.
Paladin
Adjusted PIDs.
Added new roll foils/rudder.
Tuned power distribution.
Valiant
Optimised APS parts.
Reworked EMP insulation.
Added more air compartments.
Removed holoprojector with broken link.
Victoria
Reworked EMP insulation.
Adjusted roll foil controls.
Eridanus
Overhauled thrustercraft, Heavy Onslaught corporation: A small plasma frontsider escorted by two small missile planes.
Easy difficulty, Adventure difficulty 20-30.
Fission
Overhauled drone, Crushing Blow corporation: A fragile craft which deploys a missile almost as large as itself.
Only spawns in Adventure, Adventure difficulty 15-30.
Fission Trifecta ⭐ NEW
New drone, Crushing Blow corporation: Same as Fission but there's three of them.
Easy difficulty, Adventure difficulty 30-45.
Gemini
Overhauled spacecraft, Orbital Strike corporation: A large design which aims a pulse laser at its victims.
Easy difficulty, Adventure difficulty 35-50.
Various SD Designs
Received thruster/trail colour updates.
Coehorn ⭐ NEW
New tank: Bombards foes with vertically-launched mortars.
Easy difficulty, Adventure difficulty 20-50.
Paladin (renamed to Centurion)
Renamed to resolve duplicate name issue with SS Paladin.
Fixed spear not working properly.
Updated behaviour to be more dynamic.
Minor aesthetic updates.
We discovered a critical memory issue within the breadboard system which is why some of you were reporting it as feeling slow. This patch fixes the problem. Please note the other work on breadboard I've mentioned previously and some of you on the discord have seen me working on is not this update, its now entering a test phase. I've had some reports following the security fix that people have lost access to their FTD profile. This is caused by antivirus it seems, you need to add exceptions to your AV.
Thanks and happy building!
This build updates unity to 6000.0.60f1 to fix a flaw in security discovered by a white hat hacker that Unity rolled out a critical patch for.
Hello all, update with mainly multiplayer fixes. Setting this live so people can benefit from it before I undertake more extensive testing a major breadboard UI and component update as well as possibly missile bread boards. Following that a new sail system is due in December/January. Thanks to everyone for helping report a lot of these bugs!
Multiplayer, Fixes for control surface synchronisation in multiplayer.
Multiplayer, Fixes for client/host aps shell editing in multiplayer.
Multiplayer, Build mode paint tool in multiplayer now syncs correctly when there are more than 2 players.
Multiplayer, Paint sprayer now syncs properly in multiplayer.
Multiplayer, Resource zone radius and growth rate is now properly synced in multiplayer.
Multiplayer, Weapon status returns are now sent from the server to the client machines.
Multiplayer, Drive syncing between players in multiplayer is more accurate.
Multiplayer, Changing a colour palette in multiplayer now works between clients.
World editor, Banned blocks cannot be bypassed by using the hotbar.
Steam Jet, UI now shows actual capped thrust instead of the theoretical thrust.
APS, Fix for APS colour picker blue values not saving properly. You might see slight variations in alpha due to this but it will be very, very small.
Missiles, Fix for missile initialise smoke cutting out if a short range thruster with a low cut off is used.
Fuel Engine, Fixes for fuel engine exhaust error handling and threading.
LWC, Turrets send aim and fire commands to child turrets and so all turrets and weapons in a hierarchy can now be controlled by one LWC.(This may impact edge cases but those would've been working via a bug.)
Breadboard, AI breadboards are now properly assigned an ID so that variable reader/writer in 'Breadboard mode' writes/reads exclusively to/from the correct AI breadboard.
Breadboard, Double to Long conversion was broken in the breadboard, fixed now.
Jet and missile colour pickers can go to 0.02 alpha and don't disable the toggle.
Jet/Missile smoke, Black smoke should now be possible.
Bugfixes mostly.
Additions
Controls, It is now possible to focus enemy craft through the AI control menu.
Changes
Gameplay, It is no longer possible to build within 75m of an enemy craft (In combat only).
Fixes
Plates, Triangle plate mirroring fixed
APS, DIF (Direct-Input-Feed) cannon reloads can no longer be bypassed by changing the cannon gauge or using separators. (In combat only).
Steam, Fixed the large steam boiler connector not properly connecting while rotated into a specific position.
Flamethrower, Fixed the back connection flamethrower base, it no longer points south.
Controls, Fixed a bug that made it impossible to focus on the adventure raft while using legacy controls.
Missiles, Fixed bug that caused missile sync to fail unless they are set to full salvo.
Greetings, Builders and Commanders!
We've been listening to your feedback, reading your suggestions, and watching your incredible creations, and we're thrilled to deliver another update packed with the features YOU asked for! This update is all about giving you more creative freedom, smoother building experiences, and those quality-of-life improvements that make designing your dream war machines even more enjoyable. I know some people think we don't listen but we've listened to your feedback following the camera update at Christmas time and Nick allowed Luxon (new dev) and Sean to go wild in the code. SO! You can now select different camera options along with simultaneous mode in the options to get your camera back to how it was for you oldies. Sorry this has taken so long but it was quite a complicated task. Linux and Mac players, we are aware of some issues but until Unity issues fixes we can't do much just now. We do plan to update to the latest LTS version but its a huge task so its scheduled for later in the year. Camera stuff: The trail generator is a new block that lets you go crazy with your trails, manipulating this can make some really unique things!
You can now also colour your jets, CJE's and ions! Please note the new slider on the colour picker for CJE for controlling afterburner saturation. I'll let the update notes tell the rest of the story....
Colour Your World: Jets, ions, missiles, and flamers now have full colour pickers! Paint your exhaust trails, engine lights, and weapon effects, taste the rainbow?
Trail Generator Block: A brand new block for creating custom visual effects - the possibilities are endless!
Missile Customisation: Choose between smoke or ion trails for your missiles, complete with colour customisation (note this is purely visual)
Hologram Enhancements: Added alpha channel control for hologram text opacity. Added new Current Target channel data support. Use the {CurrentTargetDataX} command where X is the AI channel number. Holograms themselves can only support Alpha cutout but someone might find a use for that so we included it.
You asked for better decoration support, and we delivered:
Missing Mirrors Added: Triangle-to-triangle, quarter pole, hollow quarter pole, negative quarter pole, quarter sphere, and plane triangle meshes now have their mirror counterparts. There may still be a little work required here with some shapes but they'll come soon.
Deco Attachments: Decorations now attach to moving parts - ship wheels, vehicle controllers, flamers and drive wheels will move your decorations with them!
Armour Refit Integration: The armour refit system can now affect decorations of corresponding colours and materials
Piston & Wheel Hiding: Decorations can now hide pistons and wheels for cleaner aesthetic builds
Mirror-Aware Deletion: The "delete all decorations" command now offers to delete mirrored decorations too
Attack Run 3.0: A powerful new AI behaviour combining Attack Run 1.0 and 2.0, with target prediction and 3D distance calculations. Note we cannot feed weapon prediction (yet.)
Weapon Control Toggle: Added option to disable player control of specific weapons
Breadboard Integration: Door states and moving light offsets are now fully controllable via breadboard
Craft can now be focused on via the AI menu.
Area Deletion: Right-click with the prefab selector to delete entire areas quickly
Camera Control Presets: Choose from Legacy, Standard, or Streamlined camera settings to match your playstyle
Pause-Friendly Building: Build mode now works properly when the game is paused
Added plate beams and fixed their stats.
Smoke Generator Origins: Moved the origin point of smoke effects for better positioning
Fleet Organisation: Forces are now alphabetically organised (flagships at top, drones below motherships)
Decorative Railing: Cost reduced from 3 to 1
Camera Targeting: Prevents locking onto out-of-play targets beyond 5km for better gameplay flow
CRAM Visuals: Added incendiary texture for incendiary CRAM pellets
Turrets with resting azimuth positions no longer leave ghost blocks when deleted
Fixed fuel usage calculations for flamers
Corrected alpha values in shell tracer colour pickers
Hidden duplicate weapon variables in breadboard (existing setups still work!)
APS shells should no longer get stuck in planar shields in certain situations.
Fixed the decoration UI displaying extremely long numbers from floating-point errors
Resolved decoration duplication glitch when undoing prefab area deletions
Fixed rendering bug where some blocks prevented parts of constructs from appearing
Corrected CJE components incorrectly connecting to intake sides
ACBs set to trigger on "ACB taking damage" no longer trigger when repaired
Fixed duplicate complex controller keybind issues
Updated deprecated naming conventions for complex control outputs
Improved jet smoke appearance and eliminated gaps
Optimised jets and ions code for better performance
Plugged memory leak regarding simple weapon muzzle flashes
Plugged memory leak related to nuclear explosions
Various fixes for breadboards getters/setters that caused null ref errors.
UV Count Display: Mesh UV counts are now shown alongside vertex counts in the modding menu
Neter Expansion: Added a land spawn multiplayer designer instance for more testing opportunities
Thank you for continuing to make From the Depths the incredible game it is today. Your creativity, feedback, and passion drive every update we make. We can't wait to see what amazing creations you'll build with these new tools!
Happy Building! The From the Depths Development Team ⚓ Craft Updates Thanks KOTL and bounty builders for delivering more great updates to the campaign craft! \
Eyrie (OW): Fixed front CRAM turret sharing connectors.
Ennui (TG): Fixed naming scheme for plasma cannons, other minor fixes.
Axion (LH): Now classified as medium difficulty as intended.
Static (LH): Updated aesthetics.
Megalodon (SS): Updated CIWS parameters.
Sapphire (LH): Renamed to Byte.
Quadropole (LH): Overhauled; hard difficulty, adventure difficulty 55-75.
Hydra (SS): Difficulty changed to hard from godly.
Aetos (GT): Difficulty changed to godly from medium.
Falkenheim (DWG): Fixed rolling issue with aerofoils.
Brandistock (OW): Improved FoF restrictions, shouldn't shoot its crenellations anymore.
Bulwark (OW): Internally rebuilt, new weaponry/armouring. Adventure difficulty changed to 50-80 from 50-60.
Halberd (OW): Fixed torpedo decoys.
Joy (TG): Armouring improvements, new missiles, shield now has an AI mainframe so it shouldn't despawn automatically in campaign.
Optimism (TG): Optimistic about its new APS and armouring improvements.
Candela (LH): Generalised improvements
Superradiance (LH): Generalised improvements
Dawn Cutter (SD): Fixed incorrect speed metric.
Bulwark (OW): Deco/minor functional fixes.
Eyrie (OW): Deco/minor functional fixes.
Halberd (OW): Deco/minor functional fixes.
Ascension Prototype (LH): Redesigned, but same general concept. This is a campaign-only static spawn.
Aquila (GT): Fixed difficulty to be medium.
Event Horizon (SD): Minor lore tweak.
Caspian (LH): Generalised updates; no changes in difficulty.
Luxon (LH): Overhauled plane; flies high over naval units and rains down guided bombs. Easy difficulty, adventure difficulty 10-30.
Watt (LH): New ship; small water skimmer that follows the traditional LH skimmer build. Easy difficulty, adventure difficulty 10-30.
Chrysaor (SS): New ship; a high-speed, close-quarters ship armed with a powerful flamethrower. Hard difficulty, adventure difficulty 20-60.
Spiral Squadron (SS): Propulsion overhauled, updated collision avoidance to allow it to fire its weapons properly.
Spirit (SS): Cosmetic updates
Type19 (SS): Updated roll control rudders to properly keep the craft stable.
Foreboding Skyfort (GT): New installation; a floating weapons platform designed to be a defensive structure. It has not yet been augmented onto the map.
Thunderclap (GT): Updated turret restrictions to keep them from getting stuck.
Venator (GT): Cosmetic updates
Amusement (TG): Reduced speed slightly so that the torso could keep up with the body.
Aetos (GT): Relocated fuel, should now remain stable against space targets.
Iron Gate (GT): Numerous fixes and improvements. Campaign difficulty unchanged, adventure difficulty broadened to 35-65 (from 35-45).
Aardvark Refinery (GT): Replaced old dediblades with modern props; design itself will be fully replaced/overhauled at a later date.
Abactor (DWG): Difficulty decreased to hard from godly.
Albacore (DWG): Generalised update; godly difficulty, adventure difficulty 30-40.
Atlas (DWG): Removed alloy blocks that were still present.
Plunderer (DWG): Generalised overhaul; godly difficulty, adventure difficulty 30-40.
Vanguard (DWG): Aesthetic overhaul to include more Goldwater decorations.
Stockade (OW): Generalised update to improve combat effectiveness. Godly difficulty, adventure difficulty 25-35.
Harmony Swarm (TG): New drone unit; a group of coordinated insect-like drones that hover over enemies and rain hellfire. Hard difficulty, adventure difficulty 30-50. This unit will also be in AotE.
Lachesism (TG): Should actually use its PAC now.
Meek Swarm (TG): Generalised update; difficulties unchanged.
Wonder (TG): Added thrust vectoring, stability improvements.
Annularis (SS): Updated flight deck to look more like tarmac as intended.
Bullshark (SS): Heavy overhaul; retains its primary role as an AA ship, but now a bit stronger. Godly difficulty, adventure difficulty 60-90.
Thunderchild (SS): New rudder and roll control foils. Converted ACB functions to Breadboard.
Whaleshark (SS): Added scuttling to Squale drone. Post Last Alpha update: (update note dump, may be duplicates) Albacore (DWG): Minor aesthetic fixes, moved breadboard to more secure location
Stockade (OW): Fixed IR cameras being blocked by windows
Chrysaor (SS): Minor paint fix
Marauder (DWG): Updated scuttling
Plunderer (DWG): Fixed clearance issues on rear propeller, slightly reduced motor drive on paddles. Overall, it's a bit faster.
Eyrie (OW): Fixed non-connected laser components
Gorgon (WF): Increased spawn height if spawned in designer; a fix for its spawn height in campaign will be introduced at a later time.
Horror (TG): Difficulty reduced to easy, awaiting future rework.
Nostalgia (TG): Difficulty reduced to easy, awaiting future rework.
Wonder (TG): Updated steam gear transmissions, improving top speed.
Thryistor (LH): New thrustercraft; high focus on plasma firepower to brawl with larger opponents. Godly difficulty, adventure difficulty 60-80
Orbit (LH): Removed from designer menu as intended since the unit is retired. BP still available in the files.
Braveheart (SS): Difficulty reduced to hard, awaiting improvements.
Bullshark (SS): Improved surge protection around AI bunker.
Spirit (SS): Fixed thrust vectoring, added a couple color trails.
Type19 (SS): Re-added missing bow turret controller.
Apollo (GT): Removed from designer menu as intended since the unit is retired. BP still available in the files.
Crivetz (GT): Removed excess gantries that weren't connected to anything.
Djinn (GT): New Iron Blockade airship; launches a massive volley of large missiles at its foes. Hard difficulty, adventure difficulty 75-85.
Hyperion (SS): New Iron Blockade airship; a missile-lobbing command vessel escorted by 4 Myrmidons. Godly difficulty, adventure difficulty 85-95.
Lazarus (GT): Re-introduced after receiving the required updates to modern specs, and now belongs to Iron Storm. Still remains a carrier that deploys 4 Chieftain drones. Easy difficulty, adventure difficulty 30-40.
Myrmidon (GT): New Iron Blockade airship; small vessel, big gun...for its size. Easy difficulty, adventure difficulty 10-20. Will be added to defensive preset fleets in the future.
Slasher (WF): Fixed rear PAC turret getting stuck.
Meek Swarm (TG): Difficulty increased to hard.
Thryistor (LH): Fixed an error with missile connections.
Sabre (SS): Overhauled; still remains a support anti-munition ship with a Selachii makeover. Easy difficulty, adventure difficulty 20-40
Djinn (GT): Minor optimisations
Lazarus (GT): Fixed scuttling altitude being too low
Vortice (GT): Fixed a clearance issue on the rear CJE.
Laniakea (SD): Overhauled; "Have mercy for the player, for I will not." Godly difficulty, adventure difficulty 100.
Nero (SD): New satellite focused around plasma weaponry. Medium difficulty, adventure difficulty 50-70.
Astrados (GT): Retired, replaced by Harpia.
Harpia (GT): New Iron Storm airship; keeps at a longer range and uses strong lateral motion and advanced weaponry. Godly difficulty, adventure difficulty 75-85 Moray (DWG): Fixed some grammatical issues with lore. Adventure difficulty updated from 20-30 to 20-40.
Bulwark (OW): Increased max altitude scuttling height.
Catshark (SS): Updated to alloy exterior hull, internal armouring revised.
Type19 (SS): Overhauled; a nimble ship that easily outpaces most other ships and broadsides with plasma and missiles. Medium difficulty, adventure difficulty 30-50.
Harpia (GT): Fixed a CIWS controller using the wrong receiver, causing detection deficiencies.
ICBM (GT): Fixed a breadboard behaviour.
Kobold (GT): Fixed misplaced ducts.
Empyrean (GT): Re-added ICBM subspawn
Extinction (GT): Updated ICBM subspawns
Pyre (GT): Updated ICBM subspawn
Cunette (OW): New hybrid ship; a slow broadsider with a slew of APS guns on both sides. Medium difficulty, adventure difficulty 20-30.
Harmony Swarm (TG): Fixed a NaN overflow in the dev logging.
Armageddon Protocol (SD): Updated with newer version of the SD Nuke.
Hypernova (SD): Fixed jet clearance issues.
Laniakea (SD): Fixed some general issues reported by the community.
SD Nuke (SD): BB updated.
\
The following tanks for WF have received some generalised improvements: Accuser, Inferno, Pariah, Pilgrim, Ravager, Reaver, Salvation, Slayer
Brimstone (WF): New priest-style flamethrower tank; pulls in victims with a harpoon to burn them to a crisp. Adventure difficulty 30-100
Harmony Swarm (TG): New drone unit, details above in Neter updates. Adventure difficulty 60-100.
Firefly (LH): Replaced by Thunderbolt akin to Neter.
Updated LH structures to use their updated Neter versions where applicable.
A majority of non-LH designs had LH fleet paint upon loading in. This has been fixed for most, if not all designs.
All faction tanks should have now have a maximum scuttle height of at least 200m, preventing them from unintentionally scuttling at higher elevations, such as tile
Bulk fix to wheel decos for all active faction tanks.
Desert Boa (DWG): Overhauled; a large separating tanker unit to better accommodate the mobile HQ style for the Gutter Rats.
Dauntless (Player): Overhauled to modern quality standards, retains the original concept.
Kingmaker (Player): New tank; large design which which fires HE CRAM shells.
Knight (Player): New tank; medium-sized design which fires APS HEAT shells.
Ranger (Player): New tank; small-sized design intended to be autonomous, fires APS sabot shells.
Apostate (WF): New tank/land harvester; replaces the Pilgrim Harvester. Campaigns updated to include this as the preset harvesters for the faction. Most player structures now have a heartstone and self-sustained battery. This still requires the player avatar to move close to these structures for this to take effect. May update spawn point in the near future to address dying upon spawn if the avatar isn't moved to a nearby structure fast enough. Desert Boa (DWG): Spawning issues should be better addressed. Note that some odd behaviour may still exist.
- Player vehicles introduced from last patch (Dauntless, Kingmaker, Knight, Ranger) all now have Heartstones.
- Added lore for DWG Karambit, Python, and Rattler.
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Cobalt (OFD): Added turret restrictions to keep turret from getting stuck.
Gold Turret (OFD): Upgraded to be more effective.
Adventurer (GI): New cargo thrustercraft with light missile weaponry, no arrows in its knees.
Quartz (OFD): Renamed to Sapphire.
\
Flyswatter Interceptor Array: Fixed ACB to actually control the missile controller.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for From the Depths, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main From the Depths statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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