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Regular Update (Experimental)

[h3]Experimental_UE5 0.1.14639[/h3]

Upgrades and Blueprints
  • Make placing a construction site while holding Ctrl always bring up the blueprint editor to allow customization before starting construction
  • Placing a construction site while holding Ctrl still can do upgrades
  • Combine interface for unit upgrade to be the same as building upgrade (V on the map, then Ctrl+Click on unit to upgrade)
  • When trying to place a construction site over an existing building, ask the player if they want to upgrade (and inform about holding Ctrl will do it without a confirmation)
  • Make placing a construction site take in any dropped item at the location (as construction ingredients or as inventory)
  • Show "Edit" option in right-click menu of construction/upgrade site
  • Add new "Upgrade with Copied Settings" option to right-click menu
  • Editing of individual building names when editing a multi-blueprint
  • Highlight selected unit of multi-blueprint in editor with an outline
  • Highlight hovered unit or unit referenced by hovered register in multi-blueprint editor
  • Show referenced units in tooltips of registers in blueprint editor
  • Enforce locked slots when constructing from a blueprint or upgrade (drop extra items if they cant be held)
  • Use "New Multi Blueprint" as the default name for a multi-blueprint
  • When editing a unit (via upgrade or "Edit" from the right-click context menu) and the changes don't need a new construction site, just apply the settings in-place without upgrade


Additions
  • The Human Miner now has a random chance to mine two items of certain resources in a single step
  • Open unit context-menu when right-clicking on a unit without a unit selected
  • Added new options to multiple unit selection (filter bots/buildings/constructions, mass deconstruction)
  • Open active orders when clicking on stale order state icon in lower left info box
  • Adding descriptions to discovery technologies (top row in tech tree)
  • New "Get Unit Info" and "Get Item Info" instructions to get some static data about items and units
  • Add instruction to check if unit is docked and get docked garage
  • Added descriptions to human units and buildings
  • Add "Reminder: Mods are currently in use, which may not be supported" on feedback form when playing with mods


Changes
  • Modifications to Human tech tree and recipes (Some items moved to different producers)
  • Virus Disruptor also disable the unit being disrupted
  • Center the Inventory on unit selection
  • Moved explorable and dropped item windows to the bottom center of the screen when selecting them
  • Only show the bug spawning notification the first time
  • Modified spawning of aggressive mode bugs
  • Removed individual battery indicator on component view
  • Deleting a library folder will delete everything contained (instead of moving things out)
  • Renaming a library folder will only rename the folder on the selected list (blueprints or behaviors)
  • Show image of the to be built building in lower left info box of construction site
  • Added more garage slots, internal slots and upped speed of human transport
  • Show where integrated components are installed when clicking on one in the Power tab of the Control Center
  • For items that aren't produced or mined, hide the graph on the item details screen in the Control Center
  • Show stats like power on tooltip of integrated components
  • Hide tooltip stat "Slot Type" for items and components that that go into the default "Storage" type
  • Remember state of Control Center Units tab filters and collapsed categories between closing and opening
  • Renamed Human Miner Mech
  • Limit manual deconstruction to undamaged units


Fixes
  • Fixed Re-simulator recipe for Virus Deconstructor
  • Make "Paste From Clipboard" paste the item (and all new dependencies) into the currently viewed folder
  • Fix walls and gates not showing in the multi blueprint editor preview
  • Fix walls and gates creating invalid multi blueprints
  • When importing a multi-blueprint to My Library, don't clear entity references in registers to other parts of the multi-blueprint (only clear references to external entities)
  • Made tech research notification progress bar on icon more visible
  • Fix hovered expanded Tech research notification going behind resource bar icons
  • Don't count building upgrades towards "Buildings Built" milestone
  • Fix for a Steam multiplayer session sometimes disappearing from list of public multiplayer games after a few hours of play
  • On a dedicated server, start ticking the simulation automatically after loading a save with a player faction when run_without_players is set
  • When shutting down a unit with an uplink, make sure other idle uplinks take over
  • Fixed glitch effect


***

The main aim of the experimental branch is for the bravest and most inquisitive among you to get a first-hand experience of the latest game changes and share your impressions with us.

Additionally, you can share your experiences within the community.

How to activate the experimental branch:

Right-click on Desynced in your Steam library
Properties => Betas => Beta Participation => Experimental_UE5 Branch

Please note that if you want to return to the regular version of the game, you'll need to switch back to 'None' in this menu.

https://store.steampowered.com/news/app/1450900/view/521955337470738715
https://store.steampowered.com/news/app/1450900/view/626663671366419027