Regular Update (experimental)
[h2]Experimental_UE5 0.1.16086[/h2][p][/p][h3]Additions[/h3]
- [p]New instruction: "Loop Repair Ingredients", allow access to all ingredient requirements (For example, the "Repair The mothership" mission)[/p]
- [p]Support negating a radar filter (not supported by filters with number input "Set Number" and "Max Range")[/p]
- [p]Support "Max Range" filter on the filters of the Units tab in the Control Center (use range from faction home)[/p]
- [p]Added Alien hybrid component equivalents to many Alien buildings[/p]
- [p]Added new world event[/p]
- [p]Added bitwise op and check bit behavior instructions[/p]
- [p]Added "Set Logistics" behavior instruction[/p]
- [p]Added new Advanced Assembler component and moved some mid/late game recipes to it[/p]
- [p]Added blight crystal power[/p]
- [p]Add Large Power Field component to human hybrid tech tree[/p]
- [p]Allow selection of only positive numbers on behavior arguments for slot or component index[/p]
- [p]Allow selection of only tech definitions on behavior arguments for a tech definition[/p]
- [p]Allow properly specifying a value input for the first input of math instructions[/p]
- [p]Refactored Aggressive Mode (WIP)[/p]
- [p]Based off bug hive locations instead of spawning randomly[/p]
- [p]Evolution and spreading of bug hives[/p]
- [p]Changes to bug behaviors[/p]
- [p]Changed how the virus affects units[/p]
- [p]Allow components to be selected as filters in the Units tab of the Control Center to show all units equipped with a specific component[/p]
- [p]Renamed some booster components for clarity: "Efficiency" to "Overclock", "Speed Module" to "Movement Speed Module"[/p]
- [p]Updated Resimulator core icon[/p]
- [p]Adjusted foundation materials to stop blooming[/p]
- [p]Adjustments to weapons, buildings and bug[/p]
- [p]standard turret line becomes move and fire[/p]
- [p]pulse weapons bonus vs air x1.5[/p]
- [p]beam weapons penalty vs air x0.5[/p]
- [p]increase in some building health[/p]
- [p]bug health and damage adjustments[/p]
- [p]While using "Change Frame" in the Unit Editor, if storage inventory slots increase while the original frame had fixed slots, auto fix the new slots. (Useful for upgrading Storage Blocks)[/p]
- [p]Added components as ingredients to many component recipes[/p]
- [p]Fix "Right-Click to open menu" text in tooltip not showing for resource nodes and dropped items[/p]
- [p]Fix component registers in blueprints showing wrong names/icons when swapping components[/p]
- [p]Fix blueprints involving a mix of integrated and regular components having unrelated links sometimes disappear when removing components[/p]
- [p]Fix blueprint preview not updating when switching a socket from "Laser Mining Tool" to "Miner"[/p]
- [p]Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same order (and never actually fulfilling it)[/p]
- [p]Calculate a large network of unit teleporters over multiple game ticks to avoid the game slowing down if a unit teleporter is equipped on a moving bot[/p]
- [p]Fixed animation on crystal power components[/p]
- [p]Fix for bugs getting stuck to stop pathsearching and find a home[/p]
- [p]Fix game crash if a mod switches the faction of an entity not placed on the map[/p]
- [p]Fix for trying to Edit a unit with no slots (such as walls and gates)[/p]
- [p]Fix for being able to skip components on a construction site[/p]
- [p]Fix for large tree event spawning when you spawn[/p]
- [p]Fix for tech tree logging a Lua error when trying to render lines that are off screen[/p]
- [p]On a building, the "Can Serve Construction" option now appears on the "Logistic Settings" menu if an Item Transporting component has been equipped.[/p]
- [p]Fix automatically assigned order source reserve becoming stuck if afterwards manually specifying a source (by dragging an item)[/p]
- [p]Fix calculation of "Movement Speed Increase" stat of foundation tooltip[/p]
- [p]Fix for "Building does not have an Item Transporter equipped" message appearing by mistake[/p][p][/p]