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Desynced News

Regular Update

[h3]Additions[/h3]
  • [p]Custom UI for Blight Extractor and Blight Magnifier components[/p]
  • [p]Show one bar above each equipped Simulation Core which when hovered lists all related recipes[/p]
  • [p]Added custom UI for radar components to reduce its height and avoid it blocking view of gameplay area[/p]
  • [p]Added "Uplink rate" to the tooltip shown when hovering over the read-only register of an Uplink component[/p]
  • [p]In the behavior editor, don't make multiple lines going across the same nodes overlap but instead draw them above/below the other lines[/p]
  • [p]Add "Select Sending Time Eggs" option to right-click unit context menu to find out which Alien Time Egg structures are sending items[/p]
  • [p]Don’t re-sort icons in the resource bar at the top while the mouse is over it (to avoid the thing wanting to click on moving away)[/p]
  • [p]When locking all slots to an item, also set the visual register to that id if its not already set[/p]
  • [p]Add Loop Research Unlocks instruction[/p]
  • [p]Add a Request Item button to multi-frame selection (limited to storage items)[/p]
[p][/p][h3]Changes[/h3]
  • [p]Changed directional line display, used by unit connections of the overlay, to display an arrow texture for better readability[/p]
  • [p]Made infecting/solving all non-ruined Alien explorables affect stability[/p]
  • [p]Adjusted Shaped Obsidian Icon[/p]
  • [p]Adjusted Scalability options on some particles missing them[/p]
  • [p]Clarify text on "Repair the mothership" mission step "Human Ruin Scan"[/p]
  • [p]Clarify text on "Silica Discovery" mission regarding procedure to repair the discovered base[/p]
  • [p]Updated Move Unit (Range) description to include num parameter specifying range[/p]
  • [p]Don’t show deprecated instructions in the instruction list[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Added temporarily machine translations for around 80 recently added or modified texts[/p]
  • [p]Fix a crash for when a component equipped on a building with an item transporter and no free item slots is being dragged onto another unit and then immediately dragged again onto the floor[/p]
  • [p]Require the correct Resimulator core to recharge[/p]
  • [p]Fix item production/consumption graph possibly missing one step if a change occurs long after the previous change[/p]
  • [p]Correctly count received items from mothership repairs towards the item change graph of the Control Center window[/p]
  • [p]Fix display of Japanese Kanji characters while the game is set to Japanese (don't use same fallback font that is used to draw Chinese characters)[/p]
  • [p]Make all text searching also match case differences in special characters of non-English languages[/p]
  • [p]Fix linking to/from Radar component filters and result registers[/p]
  • [p]Fix Lua error getting written to the console when an old deprecated value is set on a Visual register in a save file from an old version[/p]
  • [p]Fix Lua error getting written to the console when hovering over a battery indicator while pressing E (toggle Link Editor display)[/p]
  • [p]Fix for lua error with tech ids in tooltips[/p]
  • [p]Performance fix for particles not properly being culled[/p][p][/p]
[h3]Modding[/h3]
  • [p]Bring back global Lua functions "IsBotOrBuilding" and "DeepCopy" (which were removed as deprecated) to avoid breaking many existing mods[/p]
  • [p]Add optional boolean argument to Lua functions entity:AddItem, itemslot:AddStack and itemslot:RemoveStack to record the change as generation/consumption in the item history graph[/p]
  • [p]Add Lua API functions Tool.ContainsStringNoCase and Tool.CompareStringNoCase
    [/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15732,[/h2][h3]Additions,[/h3]
  • [p]Add Loop Research Unlocks instruction,[/p]
  • [p]Add a Request Item button to multi-frame selection (limited to storage items),[/p]
[h3]Changes,[/h3]
  • [p]Don’t show deprecated instructions in the instruction list,[/p]
[h3]Fixes,[/h3]
  • [p]Fix for lua error with tech ids in tooltips,[/p]
  • [p]Performance fix for particles not properly being culled[/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15725[/h2][p][/p][h3]Additions[/h3]
  • [p]Add "Select Sending Time Eggs" option to right-click unit context menu to find out which Alien Time Egg structures are sending items,[/p]
  • [p]Don’t re-sort icons in the resource bar at the top while the mouse is over it (to avoid the thing wanting to click on moving away),[/p]
  • [p]When locking all slots to an item, also set the visual register to that id if its not already set,[/p]
[h3]Changes[/h3]
  • [p]Clarify text on "Repair the mothership" mission step "Human Ruin Scan",[/p]
  • [p]Clarify text on "Silica Discovery" mission regarding procedure to repair the discovered base,[/p]
  • [p]Updated Move Unit (Range) description to include num parameter specifying range,[/p]
[h3]Fixes[/h3]
  • [p]Fix linking to/from Radar component filters and result registers,[/p]
  • [p]Fix Lua error getting written to the console when an old deprecated value is set on a Visual register in a save file from an old version,[/p]
  • [p]Fix Lua error getting written to the console when hovering over a battery indicator while pressing E (toggle Link Editor display)[/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15714[/h2][p][/p][h3]Additions[/h3]
  • [p]Custom UI for Blight Extractor and Blight Magnifier components,[/p]
  • [p]Show one bar above each equipped Simulation Core which when hovered lists all related recipes,[/p]
  • [p]Added custom UI for radar components to reduce its height and avoid it blocking view of gameplay area,[/p]
  • [p]Added "Uplink rate" to the tooltip shown when hovering over the read-only register of an Uplink component,[/p]
  • [p]In the behavior editor, don't make multiple lines going across the same nodes overlap but instead draw them above/below the other lines[/p]
[p][/p][h3]Changes[/h3]
  • [p]Changed directional line display, used by unit connections of the overlay, to display an arrow texture for better readability,[/p]
  • [p]Made infecting/solving all non-ruined Alien explorables affect stability,[/p]
  • [p]Adjusted Shaped Obsidian Icon,[/p]
  • [p]Adjusted Scalability options on some particles missing them[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Added temporarily machine translations for around 80 recently added or modified texts,[/p]
  • [p]Fix a crash for when a component equipped on a building with an item transporter and no free item slots is being dragged onto another unit and then immediately dragged again onto the floor,[/p]
  • [p]Require the correct Resimulator core to recharge,[/p]
  • [p]Fix item production/consumption graph possibly missing one step if a change occurs long after the previous change,[/p]
  • [p]Correctly count received items from mothership repairs towards the item change graph of the Control Center window,[/p]
  • [p]Fix display of Japanese Kanji characters while the game is set to Japanese (don't use same fallback font that is used to draw Chinese characters),[/p]
  • [p]Make all text searching also match case differences in special characters of non-English languages[/p]
[p][/p][h3]Modding[/h3]
  • [p]Bring back global Lua functions "IsBotOrBuilding" and "DeepCopy" (which were removed as deprecated) to avoid breaking many existing mods,[/p]
  • [p]Add optional boolean argument to Lua functions entity:AddItem, itemslot:AddStack and itemslot:RemoveStack to record the change as generation/consumption in the item history graph,[/p]
  • [p]Add Lua API functions Tool.ContainsStringNoCase and Tool.CompareStringNoCase
    [/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink]
[/p]

Alien Update

[h2]Alien Update now live in Desynced![/h2]

[h3]Greetings, Operators![/h3]

Over the past few weeks this update has been cooking on the Experimental branch, and we want to give a big thank you to everyone who tested it early and shared feedback with us!

Today everything we built, tweaked and polished there is going live on the Main branch, so even those of you who prefer a more stable experience can now enjoy all the changes. Your existing save files will work just fine. You can pick up right where you left off after the last update.

[h2]Patch Highlights at a Glance[/h2]
  • Centralized unit interface & improved link editor
  • Smarter bots with dynamic order reassignment
  • New System Index accessible with a single key
  • Streamlined Library and cross-save Behaviors Favorites
  • Major Behavior Editor overhaul with debug tools
  • New Alien History mission
  • Improved mission structure for the Mothership storyline
Scroll down for the full breakdown and all changes. And maybe make some tea, it’s a long one :)



https://store.steampowered.com/app/1450900/Desynced/

[previewyoutube][/previewyoutube]

[h3] 🖥️ A Fresh Unit Interface[/h3]
The main interface is now centered in the screen combining both inventory and component sockets for a more streamlined experience. A new foldout link editor was added to support complex register connections for example with a large number of behavior parameters. The link editor can even be quickly accessed by just pressing E while having nothing selected and hovering over a unit.



[h3] 🤖 Order System Improvements[/h3]
Up until now any idle bot could pick up any available order and do it, even if it meant the target was on the other side of the base. Now with the improved system another bot can decide that it is better positioned to do an order and it will take over, as long as the first bot in line hasn't gone and picked up the ingredients from the source already. This results in a drastic improvement
of efficiency for both big and small bases. So next time you marvel at your grand city, take a look at your bots and how they've just gotten a lot smarter!

[h3] 📘 System Index[/h3]
A new hotkey was added to the I key which will open the System Index. Additionally, while having the mouse over any item which shows the details next to the mouse cursor, pressing I will transform the detail view into the new and intractable System Index where details can be browsed just by clicking on icons. There even is a "Go to Control Center" button to quickly see details of owned units and items. Very handy!



[h3] 📚 Library Upgrades[/h3]
The library window now has been simplified to just show two tabs. Library and Favorites. If you're a veteran you might be confused where the "Faction things" or the "My things" are but rest assured, they have just been renamed to make their use more clear.

So Faction Blueprints and Faction Behaviors are now just listed under the Library tab. My Blueprints and My Behaviors are now called Favorites and they come with a short info text that they are to be used to transfer Blueprints and Behaviors into other save games and multiplayer sessions. Under the tab you will find filters for showing only Blueprints or Behaviors, and there is
also a new icon view besides the standard list view to show more items. The text search next to the filter now looks recursive into all folders and subfolders. Blueprints can be given a detailed description besides just the name (like behaviors!) and behaviors can be given an icon (like blueprints!).

A big improvement is that your Favorites are now available everywhere, you can load them into a behavior controller, set them on bot production components or select them in the build menu with a handy "Load from Favorites" button.

[h3] 💡 Behavior Editor Improvements[/h3]
The behavior editor finally got a large makeover. Parameters can now be reordered by dragging them around, local variables can be given a name. Zooming and drag selections have been improved to feel more natural to use. Copy (by pressing the C key) and Paste (with the V key) has been added. There is now infinite undo and redo and keyboard support has been added (WASD to scroll, C/V to copy/paste, Z/Y for undo/redo, Del to delete). While not yet a tutorial for behaviors, the help pages have been made accessible via a "Help" button in the behavior editor.

A potentially breaking change was to make behaviors clear the values of local variables when the behavior ends (and automatically restarts). The old behavior of keeping values in local variables is still available but now needs to have the "Keep variables" in the behavior start box checked. If you rely on this behavior, be sure to go and check that box!

A simple debug mode with breakpoints has been added, which will pause the behavior when it reaches an instruction that has been marked with a breakpoint to figure out and hopefully resolve any issues you have with complex behaviors.

Lastly, instructions can now be added with a new quick access menu, right-click anywhere on the node graph and a menu will list all instructions. Immediately you can type into the search filter, use down and up keys to select your desired instruction and press Enter to add the instruction. If right-clicking on a pin connection, the new instruction will even automatically get connected to it. Making behaviors is now faster and easier than ever!



[h3] 🚀 Mothership Mission[/h3]
A bunch of missions, goals and text popups have been combined into a new main story mission called "Repair the mothership" which will guide a player from the start of the game. If you're the player that looks for something to do, checking the next step of this mission will always have a good suggestion for the next goal to work towards.



[h3] 👽 The Alien Story[/h3]
A new large story mission revealing the Alien History has been added, connecting directly to the Human story arch which was closed in the Space/Time update. In tandem, the new alien technology tree called "Energetics" provides plenty of new technology and units to research and create.

[h3] ✨ We hope you're as excited as we are to learn more than ever about the world of Desynced![/h3]
[hr][/hr]



[h2]🛠️ Interface & UX Improvements[/h2]
  • Added Jump To Location button for missions in the Codex
  • Carousel added for news ticker on the main menu
  • Added quit to desktop option from inside game
  • Show warning notification feedback when you can't harvest a resource with an incorrect mining component when right clicking
  • Add interface option "Show Unit Interface in Bottom Left Corner"
  • In System Index:
    • Make "Tech Unlocks" and "Remaining Research" icons clickable
    • Show "Research" button to search in the tech tree for something not yet researched
    • Show ingredients requirement and production breakdown trees via popup
    • Make integrated components in unit stat lists clickable
    • Add list "Integrated On:" to components to show which units include them
  • In item tooltip: show "Produced by" or "Mined by" with component icons on one line (expanded on Shift)
  • Added hint (depending on story progression) on alien and human tech boxes in the tech tree
  • Added recipe information UI to alien Resource Converter component


[h2]⌨️ Controls & Navigation[/h2]
  • Add WASD scrolling to tech tree and Behavior editor windows
  • Enable pause key (default Spacebar) again while behavior editor is open


[h2]⚙️ Building & Construction[/h2]
  • When a building is destroyed, automatically place a paused construction site in its place (with same settings and references)
  • When double-clicking a construction site, select only others of the same unit type


[h2]🧠 Behavior System[/h2]
  • Add Behavior Options dialog in editor for variable and memory array retention
  • Add option to retain behavior memory arrays across code changes and component re-equips
  • New instructions added:
    • "Random Number" and "Random Coordinate"
    • "Set Link", "Clear Link", and "Clear All Links"
    • "Restart" for restarting from inside loops
    • "Visibility Range" in "Get Unit Info"
    • "Get Unit Power Info", "Is Passable", "Loop Number"
  • In behavior editor:
    • Show line connections in for-loops with different color
    • Show value outlines for constants and references in "View Current Values" mode


[h2]🤖 Units & Components[/h2]
  • Support settings copying of hacked explorables
  • Added counter for how many times the mothership was repaired (requirements +100 each time)
  • Added internal Alien component: Anomaly Lattice (expands anomaly storage)
  • Added Range 2 item transporter to Hybrid Worker
  • Added Range 3 item transporter to Alien Worker
  • Added AI Behavior Controller component to alien technology
  • Added "Set Sign" button to "Sign Post"
  • Added icons for power/phase flower leaves


[h2]🧬 Story, Codex & Missions[/h2]
  • At the end of "Human Evolution" and "Human History" missions, auto-start the next mission if requirements are met
  • New Codex pages for visiting alien buildings in the blight
  • Store destroyed units of player factions when no player is logged in and show loss notifications upon login


[h2]🌌 New Content & Items[/h2]
  • Added proper 3D model for Plasma Crystal
  • Added Alien Datacube consumption to Re-Simulator (with recipes)
  • Added Blight Plasma to Alien Soldier explorable
  • Added alien power core to alien Obsidian Soldier


[h2]🌐 Localization[/h2]
  • Added temporary machine translations for ~500 newly added or modified texts




[h2]🧩 Interface & UX Changes [/h2]
  • Centered unit user interface with inventory and component sockets
  • Combined inventory of different types into one box
  • Reorganize library into "Library" (usable items) and "Favorites" (cross-save storage)
  • Add "Load from Favorites" button wherever Behaviors or blueprints are selected
  • Added new System Index feature (key I) for detailed info or listing everything
  • In Tech Tree:
    • Split starter unlocks into "Unlocks" and "Story Unlocks"
    • Always show search text box
    • Allow right-click scrolling everywhere
  • Add title "Unit Editor" when editing units
  • Docked drones now appear like multi-selection windows
  • Show state icons in multiple columns if over 3
  • Show transport route icon above power/logistics button
  • Mouse wheel scrolling in UI sped up x3
  • Add confirmation prompt before loading a save during gameplay
  • Handle Escape in F8 feedback modal
  • Esc shows UI if hidden with "Hide UI" hotkey (default U)
  • Ping input is now rebindable (default Alt + Left Click)
  • Make error notifications click-through
  • Improved tooltip for Alien Console activate button
  • Mission "jump camera" button now stays at top when scrolling in Codex
  • Show mission title in talking head popups
  • If multiple talking head popups queued, show "X/Y" counter
  • Only show yellow mission step in last queued popup for same mission
  • Hide unit links when Link Editor is open
  • Hide buttons in inventory for allied units
  • Better UI for unit selection of other factions
  • Removed "Modify behavior" from blueprint editor
  • Added component filter to Units tab in Control Center
  • Updated Resource Converter and Re-Simulator UI to match rest of the UI


[h2]🧠 Behavior Editor Changes[/h2]
  • New "Save As New Behavior" button
  • User-defined naming for local variables
  • Drag-and-drop to reorder parameters
  • Add debug breakpoints
  • Add unlimited undo/redo
  • Support copy/paste (C/V keys)
  • Confirmation on unsaved close (Esc), save/close (Enter)
  • Zoom toward mouse cursor
  • HOME key resets view
  • Improved drag/reconnect of multiple nodes
  • Keep nodes in place on connect/disconnect
  • Use outlines for node selection
  • Double-click selects all connected nodes
  • Drag multiple visible nodes instead of showing a ghost
  • Alternative node creation via right-click popup
  • Always show "Keep variables" checkbox (except in sub-behavior edit)
  • Show argument names instead of P1/P2/etc
  • Behavior variable handling changed: now reset by default, checkbox restores old behavior
  • Zoom buttons moved to top right
  • Reduced SFX volume while in behavior editor
  • Slightly reduced world SFX volume during behavior inspection


[h2]📜 Behavior Instructions Updates[/h2]
  • New instructions:
    • "Is Inside Logistics Network"
    • "Abort Construction"
    • "Get Unit Power Info"
    • "Clear All Links"
    • "Is Passable" (now checks visibility consistency)
  • Updated/expanded:
    • "Is Same Grid" accepts coordinates
    • "Switch" allows item comparison
    • "Can Produce" works with units and mining recipes
    • "Solve Explorable" supports anomalies and Alien Locks
    • "Loop producers" terminates properly on empty input
    • "Drop Off Items" now allows passing items with outstanding orders
    • "Get Item Range" works correctly with turrets
    • Math logic standardized for coordinates and numbers
    • "Check Altitude" and "Check Blightness" now accept coordinates


[h2]🛠️ Gameplay System Changes[/h2]
  • Shortcut groups persist across upgrades and lander deploys
  • Allow Alien Nexus teleportation to any allied building
  • Added takeover logic for carriers closer/faster to order sources
  • Right-clicking non-interactables no longer plays animation
  • Don't show highlight faction color on minimap foundations
  • Single popup/window closes on Escape
  • Prevent docking units of the same type into each other
  • Human Explorer now updates explorable UI when arriving later
  • Control group buttons now appear near resource bar if space allows
  • Added "Select All Docked Units" to include reserved drones
  • Allow shortcuts to enemy/neutral units but not their registers
  • Display "Save made in newer version" for forward-incompatible saves
  • Fix explorer AI Center not appearing after mission unlock
  • Resimulated tools/components now retain origin to prevent abuse
  • Disallow bot upgrades on bots that were resimulated
  • Prevent units from seeing health/shields of non-allied factions
  • Disallow deconstruction of certain units unless allowed by special rules
  • Alien Power Cores now recharge power outside of blight differently
  • Re-Simulator Core now produced in Assembler again
  • Add quick interpolation to DOF distance changes
  • Separate CameraHome and FactionHome hotkeys
  • Shortcut creation disallowed for read-only coordinate registers
  • Hide "Is Ingredient Of" from tooltip (now in System Index)


[h2]🏗️ Construction & Unit Adjustments[/h2]
  • Hybrid Worker inventory size reduced
  • Hybrid and Alien Workers can now dock in garages
  • Alien Miner and Sentinel Tower can now teleport via garages
  • Alien Power Core power storage reduced and drain increased
  • Removed unnecessary weapon from Obsidian Tank Frame
  • Changed recharge logic for Alien Power Cores
  • Global Efficiency Boost shows error when unequipped on wrong unit
  • Global Boost value cap increased (over 1275% now allowed)
  • Boosted Health Module bonus
  • Adjusted behavior of Alien Deconstructor
  • Adjusted logic for command center deconstruction early game
  • Added Anomaly Heart output to Alien Deconstructor
  • Alien Datakey now requires Blight Datakey instead of Empty
  • Changed Alien Worker and Hybrid Worker to be dockable
  • Adjusted alien terraformer target level and range
  • Changed what is considered passable in unexplored areas
  • Made foundation icon angles match buildings
  • Super Silica Tree now non-selectable


[h2]🧪 Tech Tree & Research[/h2]
  • Adjusted unlock requirements in humanity tree
  • Changed Alien Tree and Unit/Building recipes
  • Adjusted research times in Alien and Energetics trees
  • Reduced Alien Pylon cost
  • Changed recipe for Soulweaver to use Blight Crystal
  • Re-arranged Robot tech tree to show larger modules first
  • Alien story mission now hints how to unlock Alien tech tree
  • Picking up alien artifacts no longer auto-unlocks – must research now


[h2]🧬 Resources, Recipes & Materials[/h2]
  • Blight Crystal usage increased (late-game)
  • Bug Chitin recipe now uses fewer crystals
  • Trilobyte consumption now limited to anomaly/gassy food
  • Plasma Bloom production speed increased
  • Alien Research item costs reduced
  • Alien Unit/Building costs reduced
  • Alien Artifact production time reduced
  • Material costs reduced, but production times increased for:
    • Bug chitin
    • Anomaly cluster
    • Phase leaf
  • Adjusted mining bonus for Human Miner units
  • Resource bar now defaults to show only Resources and Simple Materials
  • Returned Alien Power Core drain to 500
  • Changed recipe requirements of AI Behavior Controller component


[h2]🎯 Combat Adjustments[/h2]
  • Increased power cost of alien weapons
  • Health adjusted for:
    • Alien buildings and units
    • Human Command Center (increased)
    • Alien Heart shard (decreased)
  • Damage adjustments for alien weapons
  • Replacement weapons for:
    • Hybrid Soldier
    • Sentinel Tower


[h2]🌍 Environment & Terraforming[/h2]
  • Less aggressive falloff for terraforming (range 10 more visible)
  • Pylon terraformer range reduced
  • Increased obsidian-rich node amounts
  • Increased blight clear visibility radius (after research)


[h2]🐛 Mission-Related Changes[/h2]
  • In "Human Discovery", allow step 7 with portable re-simulator
  • Prevent non-player factions from spawning silica sand from bugs
  • "Round Robin" alien spawning to avoid rare explorables
  • Changed repair items for explorer and mining base
  • Consider hacked/spawned units as not existing for mission purposes
  • Alien History mission:
    • Spawn units only when reaching key steps
    • Spawn again when arriving at battle




[h2]🧱 Lua API Additions & Changes[/h2]
  • Added Tool.GetTableDelta and Tool.ApplyTableDelta for implementing generic undo/redo systems
  • Added UI.Delay function
  • Introduced new Chat API (for multiplayer messages not stored in replay data – useful for text chat and pings)
  • Changed faction:FindClosestHiddenTile to return X and Y as separate values (to match documentation)
  • Changed entity:GetSizeAtRotation to return X and Y as separate values

[h2]🐞 Modding Fixes[/h2]
  • Fixed Lua error caused by pasting a register value into two registers of a blueprint (inside favorites) in moddev mode
  • Fixed rare freeze when using Lua debugger with multiple breakpoints and evaluating Debug.Reload()
  • Prevent editing issues with behavior dependencies
  • Validate item data being copied from Favorites into faction library to prevent injection
  • Fix global hotkeys (like F or B) acting inside behavior editor popups




[h2]🧱 Construction Fixes[/h2]
  • Fix walls orienting incorrectly against wall construction sites
  • Prevent walls from connecting with walls from other factions
  • Fix construction site progress bar not updating after pausing
  • Fix construction site rendering invisible if paused but fully stocked
  • Prevent building placement if it would block access to nearby construction sites
  • Fix bug where two neighboring construction sites surrounded by blocked tiles never finish construction


[h2]🧠 Behavior System Fixes[/h2]
  • Fix stepping in/out of sub-behaviors in debug mode
  • Fix calling sub-behaviors triggering instruction/depth limit errors
  • Fix "Load from Favorites" not working with dependencies
  • Fix "View Current Values" not disabling when editing from library
  • Fix subroutine call with zero parameters causing error
  • Fix "Loop Components" only outputting to local/frame registers
  • Fix instruction search not working in sub-behavior editing
  • Fix drag-and-drop onto circular loop inserting at wrong position
  • Fix "Can Produce" instruction
  • Fix remote behavior instructions not limited to same logistics network
  • Fix behaviors not starting with multi-select
  • Fix duplicate breakpoints and misfired errors on program start
  • Fix behavior aborting unexpectedly at the end when breakpoints are used
  • Fix behavior stack corruption on unused output parameter writes
  • Fix active behavior list showing incorrect data after "Save As New Behavior"
  • Fix remote equip/unequip working on incorrect targets
  • Fix faulty ingredient list in bot production with copied behavior
  • Fix Re-Simulator-only items being usable in Large Component Re-Simulator
  • Add support for setting values for all miners via "Mine" instruction
  • Clear miner values if empty passed
  • Fix "Get Shield" behavior instruction when using another unit
  • Improve "Get Unit Info" stats to include boost modules
  • Fix System Index jump to Control Center not listing renamed units
  • Clarify equip-remote instruction: component must exist locally


[h2]🛠️ User Interface Fixes[/h2]
  • Fix W/A/S/D keys getting stuck when using Ctrl/Alt with text input focused
  • Fix yellow highlight missing when dragging from a register
  • Fix tooltip on mission notifications missing progress info
  • Fix shortcut loss after explorer repair
  • Fix dragging drone register links misbehaving
  • Fix UI glitch when deploying while deploy UI is open
  • Fix "new option" badge not disappearing properly
  • Fix Esc both canceling and opening menu while dragging
  • Fix Enter in input dialog closing window behind it
  • Prevent hotkeys triggering windows while dialogs are open
  • Properly close topmost full screen UI with Esc
  • Fix System Index item descriptions showing off-center
  • Fix text overlapping in mothership repair tooltip
  • Fix clicking Goto/Store in multi-selection and link editor
  • Fix UI deselecting units when clicking satellite buttons
  • Fix incorrect graphics in Garage slot locking
  • Fix drone register overwrite during linking
  • Add search box to item request and slot fix windows
  • Match unlock list in tooltip and research window
  • Improve UI for other faction units
  • Fix Register Edit icon showing after paste
  • Don't show integrated components in blueprint tooltips
  • Fix icons cleared when copying behaviors/blueprints
  • Fix Control Center "Receiving" icon
  • Prevent recipe windows from closing entire library
  • Fix confirmation popup not aligning correctly
  • Don’t show edit button in deploy context menu if not usable


[h2]⚙️ Component & Unit Fixes[/h2]
  • Fix Robotic Assembler forgetting blueprint on rally register change
  • Fix Re-Simulator overload not executing with pre-revealed map
  • Fix Sentinel Tower production issues
  • Fix Global Efficiency Boost loss due to full inventory
  • Fix component effects not removed after unequipping Large Re-Simulator
  • Fix Alien Probe Drone stats and remove unnecessary powercore
  • Fix drones facing wrong way after teleport
  • Fix shield visual flicker or misalignment on drones
  • Fix docked bot not properly undocking when STORE target is set
  • Fix units disappearing when docked component is unequipped
  • Fix behavior-modified order crashing if reduced below carrier’s current space
  • Fix units wrongly teleporting or getting stuck when reassigned
  • Prevent resimulated bot upgrades
  • Remember resimulation state across deployment
  • Fix wrong behavior on reconstructed buildings
  • Fix shield effects not restarting after dock/undock
  • Fix music cut off by SFX spam
  • Adjust selection circles to drone offset, not center
  • Fix Deconstruct UI not dropping resimulated ingredients
  • Prevent teleport-order takeover by bots outside network
  • Prevent Drone Port from aborting when multiple ports are active
  • Fix shortcut icon staying visible after unit removal
  • Fix mines outside 1-tile range being ignored
  • Fix excess pickup/dropoff causing negative inventory


[h2]🔁 Orders & Logistics Fixes[/h2]
  • Prevent bots from taking over mismatched channel orders
  • Fix multi-order assignment confusion when orders are partially taken
  • Avoid duplicate actions on takeover orders
  • Fix order modification leading to negative carrier items
  • Fix shortcut logic for disconnected bots continuing invalid tasks
  • Improve order logic for same-source multi-carrier scenarios
  • Cleanup negative inventory data on load
  • Prevent “out-of-sync” from harmless server/client cache differences
  • Fix attack move breaking if unit is destroyed mid-selection


[h2]🌐 Multiplayer Fixes[/h2]
  • Fix multiplayer wrongly detecting out-of-sync due to cache differences
  • Fix multiplayer Re-Simulator state sharing across factions
  • Prevent cross-faction register access
  • Properly detect faction color and icons in multiplayer


[h2]🐛 Mission Fixes[/h2]
  • Fix Alien History mission not starting
  • Fix mission end message repeating on every mothership repair
  • Don’t repeat last mothership repair mission step for old saves
  • Fix Human Evolution hint to clarify component vs ingredient
  • Fix probe drone from falsely producing duplicates
  • Fix Alien mission hints not unlocking tech tree
  • Fix explorer AI Center not showing in deploy register



[h2] 🧬 Items, Recipes, and Materials[/h2]
  • Added missing recipes (Laser Mining Tool, Scale Worm, etc.)
  • Add anomaly inventory slots to Alien Factory
  • Add new Alien Tree materials (Plasma Crystal, Crystalized Obsidian)
  • Adjust robot tech tree to include medium/large modules
  • Fix wrong default names/icons for alien/bug factions
  • Remove invalid AI Core recipes
  • Fix duplicate sound on non-slot explorables
  • Fix missing item production data in Re-Simulator
  • Add recipe production for Multimodal AI Center
  • Add recipe link to signal register for Mothership and Explorer repairs


Thanks for sticking with us, testing our wild ideas and helping shape Desynced into what it is today!

If you’re enjoying the game, please consider leaving a Steam review! It really helps more players discover it. And if you want to chat, share feedback or show off your base, we’d love to see you in our Desynced Discord and the Forklift Interactive Discord.

Systemically yours,
Forklift Interactive Crew


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https://store.steampowered.com/app/2472770/Automate_It_Factory_Puzzle