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Regular Update (experimental)

[h3]Experimental_UE5 0.1.15481[/h3][p]
Additions
[/p]
  • [p] Add interface option "Show Unit Interface in Bottom Left Corner",[/p]
  • [p] Add a Behavior Controller component to the content of the initial Drop Pod,[/p]
  • [p] New behavior instructions: "Memory" interface for array-like data storage,[/p]
  • [p] New behavior instructions: "Random Number" and "Random Coordinate",[/p]
  • [p] New behavior instructions: "Set Link" and "Clear Link" to manipulate register links,[/p]
  • [p] New behavior instruction: "Restart" to fully restart even from inside a loop or sub-behavior,[/p]
  • [p] Added "Visibility Range" to the list of available things to the "Get Unit Info" behavior instruction,[/p]
  • [p] New Codex pages for visiting alien buildings in the blight,[/p]
  • [p] Added a hint (depending on story progression) on the alien and human tech discovery boxes in the tech tree,[/p]
  • [p] Added recipe information UI to alien Resource Converter component,[/p]
  • [p] Added AI Behavior Controller component to alien technology,[/p]
  • [p] Added counter for how many times the mothership was repaired, increase material requirements by 100 each time,[/p]
  • [p] In System Index, add list "Integrated On:" to integrated components listing all units that come with the component built-in,[/p]
  • [p] In System Index, make integrated components in the stats list of units clickable,[/p]
  • [p] In System Index, show "Research" button to search in the tech tree for something not yet researched
    [/p]
[p]
Changes
[/p]
  • [p] By default show only "Resources" and "Simple Materials" in the top resource bar,[/p]
  • [p] Hide component registers when Link Editor is open,[/p]
  • [p] Show control group buttons next to resource bar icons if there is enough space,[/p]
  • [p] Added producers back to default tooltip (without the need to press Shift),[/p]
  • [p] Make weapon sound effects randomly play up to 30% faster or slower and start delayed randomly up to 300 milliseconds to avoid monotonous sound,[/p]
  • [p] Increased obsidian rich node amount,[/p]
  • [p] Change Global Component Boost to allow values larger than 1275%,[/p]
  • [p] Stability watermark (allow getting back to any previously reached value),[/p]
  • [p] During the bug/alien battle in the Alien History mission, only spawn new units for a while when the player gets to the mission step and then once more when the player arrives at the battle area,[/p]
  • [p] Changed Alien Worker and Hybrid Worker to be dockable into bot garages,[/p]
  • [p] Alien Datakey now requires Blight Datakey not Empty Datakey,[/p]
  • [p] In behavior editor always show "Keep variables" checkbox even when there are no variables (but hide it when editing a called sub-behavior)
    [/p]
[p]
Fixes
[/p]
  • [p] Fix Alien History mission potentially not starting since last experimental update,[/p]
  • [p] Don't duplicate breakpoints when inserting a new instruction,[/p]
  • [p] Fix behavior not starting when the pressing "Start Program" after only breakpoints were changed,[/p]
  • [p] Fix behavior aborting with error at behavior end when running with behavior breakpoints,[/p]
  • [p] Fix memory leak in rendering code wasting up to 500 MB of RAM per hour
    [/p]
[p]
[/p][h3]Experimental_UE5 0.1.15493[/h3][p]
Additions

[/p]
  • [p] Added Alien Datacube consumption to Re-Simulator with a few recipes
    [/p]
[p]
Changes

[/p]
  • [p] Reduce sound effect volume while showing the inspection view camera in the behavior editor
    [/p]
[p]
Fixes

[/p]
  • [p] Fix error when a building without a construction recipe is destroyed (failed attempt to replace a construction site),[/p]
  • [p] Fix "Loop Components" behavior instruction being limited to outputting to local variables and frame registers (had error when trying to write to a behavior parameter),[/p]
  • [p] Fix setting fixed item slot state in library blueprint editor closing the entire library window,[/p]
  • [p] Fix invalid error about sound effects getting logged when using certain alien components,[/p]
  • [p] Fix game window hotkeys (like F or B) acting globally while inside the behavior editor while having a popup open
    [/p]
[p]
***
https://store.steampowered.com/news/app/1450900/view/519713045439578512
https://store.steampowered.com/news/app/1450900/view/519712411641446590
https://store.steampowered.com/news/app/1450900/view/519711795144819228[/p]