Quality of Life Update (October '25)
π οΈ QoL Update now live in Desynced!
[p][/p][h2]π Greetings, Operators![/h2][p][/p][p]For the past few months, this update has been growing and improving on the Experimental branch thanks to your testing and feedback. We truly appreciate how many of you joined, shared ideas, and helped us polish every part of it.[/p][p]Now all those changes arrive on the Main branch, bringing smoother logistics, new behavior options, and many quality-of-life upgrades across the board.[/p][p]πΎ Your existing save files will load without issues, but keep in mind that some production recipes now use different components, so you may need to adjust a few of your production chains before everything runs smoothly again.[/p][p]Scroll down for the highlights and the full list of changes π[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]- [p]Custom Map Options. New map preview and sliders, global difficulty, bug evolution and new aggressive mode with new enemy types.[/p][p]
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- [p]Improved Logistics. More control over base logistics with recurring requests, more construction site options, and flyers that can work outside your logistics grid.[/p][p]
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- [p]New Tech & Production. Virus / Alien components and units and advanced production components. A suite of new foundations to help visualize base layouts.[/p][p]
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- [p]More behavior instructions. A set of new and useful instructions to help with automation.[/p][p]
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- [p]QoL upgrades. Tonnes of UI upgrades for a smoother experience as well as stability and performance fixes. [/p]
- [p]New instruction: "Loop Repair Ingredients", allow access to all ingredient requirements (For example, the "Repair The mothership" mission)[/p]
- [p]Added bitwise op and check bit behavior instructions[/p]
- [p]Added "Set Logistics" behavior instruction[/p]
- [p]New instruction Wait Component that will pause execution of behavior until another component has finished working[/p]
- [p]Added "Up to amount/specific amount" option to Request Item instruction (Similar to Request Wait)[/p]
- [p]Number check filters added to "Loop Signal" instruction[/p]
- [p]Added and updated many help texts for various behavior instructions[/p]
- [p]Added a usage hint to the description of the Virus Teleporter component[/p]
- [p]Show an error message in the behavior editor when trying to connect a node from inside a loop to outside of it[/p]
- [p]In behavior editor, added a tooltip to an outgoing connection point indicating what happens ("Continue to X", "Advance loop Y" or "Restart behavior")[/p]
- [p]Simplify renaming and deleting of behavior parameters by adding a dedicated remove button and making a click on the name rename it[/p]
- [p]Improve tooltip of behavior parameters (clarify difference between "Behavior Initial Value" and "Inspected Current Value")[/p]
- [p]Make a right-click on the behavior parameter value box clear it[/p]
- [p]Enable ctrl+drag in the unit/blueprint editor to copy a component[/p]
- [p]Support dragging between components, registers and item slots in the unit/blueprint editor to copy values, similar to the regular unit interface[/p]
- [p]Support copy and paste with C and V keys on item slots in the unit/blueprint editor to copy values, similar to the regular unit interface[/p]
- [p]Show the component progress circle in the link editor[/p]
- [p]Support "Max Range" filter on the filters of the Units tab in the Control Center (use range from faction home)[/p]
- [p]Make units clickable in Power tab of Control Center[/p]
- [p]Added power list sorting button to faction view[/p]
- [p]Support negating a radar filter (not supported by filters with number input "Set Number" and "Max Range")[/p]
- [p]Add option in behavior selection menu of an Integrated Behavior Controller to remove it[/p]
- [p]Added new Advanced Assembler component and moved some mid/late game recipes to it[/p]
- [p]Added Small AoE Repair Component[/p]
- [p]Added new alien power generator building, available in alien tech tree[/p]
- [p]Add Large Power Field component to human hybrid tech tree[/p]
- [p]Added Alien hybrid component equivalents to many Alien buildings[/p]
- [p]Added new virus components and units that can be unlocked via the virus tech trees[/p]
- [p]Added blight crystal power[/p]
- [p]Added new foundation sets and put them in tech tree[/p]
- [p]Added unique icon to deployment component of Command Center bot given at the start of the game[/p]
- [p]Added new world event[/p]
- [p]Added map variation options to new game and updated some current options to sliders[/p]
- [p]Show a world preview of the generated map in the "New Game" screen[/p]
- [p]Added option to enable bug creep in hostile mode[/p]
- [p]Added new bugs[/p]
- [p]Added Difficulty setting[/p]
- [p]Added new setting to disable "Anomaly" notifications[/p]
- [p]On construction sites, also show power button and logistics network options (to customize channels and set only item transporter/flying)[/p]
- [p]Optionally allow requesting items on a specific logistics channel (supports both Request Item button on unit user interface and Request Item behavior instructions)[/p]
- [p]Add recurring item requests (creates a request order to keep a unit filled up to the given amount)[/p]
- [p]Allow inputting of any value when holding Ctrl while clicking a register or behavior instruction argument[/p]
- [p]Added stability in sidebar and tooltip descriptions[/p]
- [p]Add Individual resource deposit icons[/p]
- [p]Added unit type filtering to turret[/p]
- [p]Added bug type frames to register selection[/p]
- [p]Added all picked up items to register selection[/p]
- [p]Added plants and resources to default unit types in register selection[/p]
- [p]Show information in the tooltip of a docked/reserved unit (components/inventory)[/p]
- [p]Allow registers to show a warning message even if no value is specified[/p]
- [p]Add clicking middle mouse button to open System Index[/p]
- [p]Make "Researched at" units clickable when viewing tech in System Index[/p]
- [p]Show a yellow outline on selected item in the System Index[/p]
- [p]Show percentages on sliders for custom map settings[/p]
- [p]Show in the tooltip whether a unit or component has been Re-Simulated[/p]
- [p]Added checkbox to show or hide components that produce zero power[/p]
- [p]Show tooltips on icons inlined in text (for example in the codex or in the tutorial)[/p]
- [p]Added stability in sidebar and tooltip descriptions[/p]
- [p]After picking up an alien key the player can see the values in the balance mini-game (on alien explorables)[/p]
- [p]Make a click (down and up without moving) on the middle mouse button do attack move[/p]
- [p]Added "Change Game Settings" button to in-game menu to change peaceful and minigame settings during the game[/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]Added duration parameter to Notify instruction[/p]
- [p]Changed "Add Integrated Behavior" to "Set Integrated Behavior"[/p]
- [p]Allow setting reg remotely to units that are adjacent (autobase can still set it in the same logistics network)[/p]
- [p]In behavior editor, change undo/redo keyboard bindings from just Z/Y presses to CTRL+Z/CTRL+Y to avoid issues where these keys are used for scrolling (for example on AZERTY keyboard layout)[/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]Make "Show Unit Interface in Bottom Left Corner" option available directly in the unit user interface[/p]
- [p]Bring back square register line connections in the link editor[/p]
- [p]Update info text line at the bottom of the tooltip[/p]
- [p]Open System Index with a wider list before an item is selected[/p]
- [p]Apply same sorting to System Index as used in the register selection[/p]
- [p]Make listed things include resource deposits and flower types[/p]
- [p]Make listed things include known integrated components so these can be specified for example in behaviors[/p]
- [p]Make slider on numerical register input go up to 10000 instead of 9357[/p]
- [p]Always show queue when clicking on Goto register[/p]
- [p]In the Input options, improve titles and tooltips of actions bound to the three mouse buttons[/p]
- [p]Don't show grid around cursor when the mouse is hovering over a user interface element[/p]
- [p]Remove right click menu on units popup menu with multiple bots selected[/p]
- [p]Refactored Aggressive Mode[/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]Added Virus protection to hives[/p]
- [p]Added limits on the amount of bug evolution[/p]
- [p]Give bitlock an area of effect but don't affect units with virus protection/cure[/p]
- [p]Bitlock still affects units with virus protection, but not cure[/p]
- [p]Slow down virus spread[/p]
- [p]Changed how the virus affects units[/p]
- [p]Added new bug icons[/p]
- [p]Added components as ingredients to many component recipes[/p]
- [p]Set metal plates back to take 2 metal bars, increased metal and crystal rich nodes to compensate for recent recipe changes[/p]
- [p]Adjusted foundation materials to stop blooming[/p]
- [p]Adjusted some foundation stats, unlock a few new foundation types in research[/p]
- [p]Reduced defense block to 5 reinforced plates and added %50 efficiency boost[/p]
- [p]Increased Defense Block Build time[/p]
- [p]Reduced Wall build times[/p]
- [p]Increase power usage of larger repairer[/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]Don't take over an order from a carrier which is in another logistics grid (it might be a carrier that has temporarily left the grid for example due to use of a Unit Teleporter)[/p]
- [p]Allow placing relocation outside of power grid after flyers have been unlocked[/p]
- [p]Allow a production component to consume a reserved stack not yet assigned to a carrier which was ordered to be taken out via automation (i.e. via Shared Storage or Store register)[/p]
- [p]Consider dropped items to be on all channels when making an order from them (i.e. when dragging a dropped item onto a building)[/p]
- [p]Allow force attack for buildings[/p]
- [p]Improve construction sites detecting whether finishing would block off access to other construction sites[/p]
- [p]Flyers don't take orders unless docked in a Landing Pad (similar to drones)[/p]
- [p]Flyers will do any order with a fixed source where either source or target (but not both) is in the Flyers power grid[/p]
- [p]Flyers will do any construction/relocation orders targeting outside its own power grid sourcing items from inside its own power grid[/p]
- [p]Make flyers also do orders from dropped item (anywhere in the world) to construction site (anywhere in the world), so it'll fulfill relocation requests anywhere[/p]
- [p]Rename flying unit which docks into a "Flyer" item slot from "Shuttle Bot" to "Flyer"[/p]
- [p]Rename flying units which dock into a "Garage" item slot from "Flyer Bot"/"Human Flyer" to "Shuttle Bot"/"Human Shuttle"[/p]
- [p]Rename technology "Shuttles" to "Flyers" to match the unit renaming[/p]
- [p]Added description for flyer usage[/p]
- [p]Removed Flyer packages[/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]A range of adjustments to weapons (damage, move/fire)[/p]
- [p]Changed beam weapons to have degraded damage the more it hits[/p]
- [p]Make beam weapons hit more tiles when shooting in non-cardinal direction (before two tiles on the hit line could be diagonally apart leaving a gap for a diagonally moving enemy)[/p]
- [p]Upped damage of missile turrets[/p]
- [p]Upped pulse laser effectiveness vs air[/p]
- [p]Added effectiveness vs air to all descriptions with vs. air modifier[/p]
- [p]Upped health of blight wall[/p]
- [p]Show modified damage and dps based on overclock boost[/p]
- [p]Weapon damage adjustments[/p]
- [p]Renamed some booster components for clarity: "Efficiency" to "Overclock", "Speed Module" to "Movement Speed Module"[/p]
- [p]Updated Re-Simulator Core icon[/p]
- [p]Added category for resource nodes, walls, foundations, bugs[/p]
- [p]Assign category to Drop Pod and Command Center[/p]
- [p]Readjusted position of boost modules in the robots tree[/p]
- [p]Make camera zoom, rotate and pitch functions speed up by holding shift (3x) and/or ctrl (5x) to match camera panning with WASD[/p]
- [p]Make speed of camera rotate and pitch change via keyboard not be affected by the framerate[/p]
- [p]Remove "Unlocked Items" codex page (has been superseded by System Index)[/p]
- [p]Added proper entity number for final talking head[/p]
- [p]Fix "Request Wait" instruction causing lines to following instructions to be colored like a loop body in the behavior editor[/p]
- [p]Don't hide Bit Set by default for checkbit instruction[/p]
- [p]Allow dragging of "Is Empty", "Get Season" and "Is Day/Night" behavior nodes between two other nodes[/p]
- [p]Add extra buffer spawn in behavior UI for comments when using auto-layout[/p]
- [p]Fix behavior description not showing in tooltip of loaded Behavior Controller[/p]
- [p]Fix behavior name not showing on Integrated Behavior Controller in unit/blueprint editor[/p]
- [p]Fixed description of "Is Unit A" behavior instruction[/p]
- [p]Try to recover when calling mine instruction when path is blocked[/p]
- [p]Abort behavior components on units changing ownership due to Hacking Tool component (fixes issues with behavior editor on hacked units not working and multiplayer potentially going out of sync)[/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]Keep blueprint description when copying between library/favorites or pasting from clipboard[/p]
- [p]Fix logging Lua errors when switching from "Favorites" tab to "Library" tab while having unsaved changes in an open blueprint editor[/p]
- [p]Fix Save to Favorites/Copy to Library of an item that has had one of its dependencies (another blueprint or behavior) deleted[/p]
- [p]Fix Re-Simulator losing stored Data Cubes after relocating or acquiring into a Deployer component or performing an upgrade using the Unit Editor[/p]
- [p]When having both link editor and docked unit display enabled, show both views on the left side of the screen instead of just one of them[/p]
- [p]Store Target register add button, allow shift+clicking to add multiple units to the list[/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]Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same fixed source order (this was previously fixed but only for dynamically sourced orders)[/p]
- [p]Fix automatically assigned order source reserve becoming stuck if afterwards manually specifying a source (by dragging an item)[/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 for "Building does not have an Item Transporter equipped" message appearing by mistake[/p]
- [p]Properly use the crystal node for the ai base event[/p]
- [p]Improve construction site detection of blocked access (implicit from related bug fixes in pathfinding)[/p]
- [p]Fix for bugs getting stuck to stop pathsearching and find a home[/p]
- [p]Fix for bugs turning on the spot repeatedly[/p]
- [p]Fix bug for overly spawning large hives near each other[/p]
- [p]Fix for how bugs react to path blocked and viruses[/p]
- [p]Trigger larva from further away so they donβt just stand there and get shot[/p]
- [p]Detect movement goal inside a blocked off area of any size (abort path finding before evaluating large parts of the world)[/p]
- [p]At end of path search, throw away data not used anymore (avoid bloating save files)[/p]
- [p]Enable collisions on bugs missing them[/p]
- [p]Fix bug collisions not being removed properly in some cases affecting mouse selection[/p]
- [p]Make bug units (bugs and hives) not drop silica sand when destroyed by a mean other than killed (i.e. deconstructing, upgrade or relocating)[/p]
- [p]Increase mining base silica amount so its actually a relevant amount for the effort[/p]
- [p]Fix for beam weapon not hitting specific target if not an enemy[/p]
- [p]Fix for beacon on minimap colored red like an enemy[/p]
- [p]Fix for player owned bugs on minimap colored red like an enemy[/p]
- [p]Fix the DOT effect (damage over time) to cause a killed unit to drop loot even if the unit that emitted the DOT effect is killed first[/p]
- [p]Fix calculation of "Movement Speed Increase" stat of foundation tooltip[/p]
- [p]Fix component boost not showing on tooltips of buildings in build menu[/p]
- [p]Fix for tech tree logging a Lua error when trying to render lines that are off screen[/p]
- [p]Fix for large tree event spawning when you spawn[/p]
- [p]Make clicking on an unlock of a technology in the tech tree show the details instead of doing nothing[/p]
- [p]Clarify in the first blight talking head that automated bots can still enter the blight but that you will not have direct control over them[/p]
- [p]Fix for missions not showing destroyed mission text[/p]
- [p]Properly use the crystal node for the ai base event[/p]
- [p]Fixed capitalization on Laterite Ore and Silica Sand[/p]
- [p]Added extra buffer spawn in behavior UI for comments when using auto-layout[/p]
- [p]Added clarification text for blight talking head[/p]
- [p]Hide inaccessible menu button and construction site options from the user interface when viewing allied units[/p]
- [p]Make ingredient list in production selection wrap if there are more than 6 ingredients (for complex bot blueprints with many components)[/p]
- [p]Show explorable name (i.e. Factory) instead of generic name (i.e. Human Explorable)[/p]
- [p]Hide color and tech values from the register selection of a radar register[/p]
- [p]When holding one of WASD and then clicking into a text input box, fix the WASD-scrolling continuing even after releasing the key[/p]
- [p]Fix backwards slider in New Game customization for "Blight Corruption"[/p]
- [p]Fix faction home getting cleared when relocating the faction home building[/p]
- [p]Fix right-clicking on something in the world only applying to the very first equipped component[/p]
- [p]Show explorable name instead of generic one[/p]
- [p]Update layout to show both link and docked unit view simultaneously[/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]Fix for GoTo Register not being reset by teleporting using Right Clicking on a teleporter[/p]
- [p]Fix rare issue where a bot with its Goto register linked from a radar output won't go to a new target[/p]
- [p]Fix floating units (drones, flyers, shuttles) from raising infinitely upwards when on a high plateau[/p]
- [p]Fix game crash if a mod switches the faction of an entity not placed on the map[/p]
- [p]Fix loading a save, which had a mod corrupt the map settings table, overwrite the frontend (main menu) state[/p]
- [p]Ignore frontend (main menu) state if it was overwritten by a non-frontend state (avoid not being able to load the main menu)[/p]
- [p]Donβt infect units within range of a unit with a cure[/p]
- [p]Fix for how bugs react to path blocked and viruses[/p]
- [p]Fix Lua error getting logged on Blight components being active when docked in garage slots[/p]
- [p]Fix Lua error getting logged on units with repair components equipped and in use trying to spawn effects when docked[/p]
- [p]Prevent popup about Robot Datacubes appearing when Versus game starts[/p]
- [p]Fix for radar resetting while it is working[/p]
- [p]Fix for large tree event spawning when you spawn[/p]
- [p]Fix for bugs getting stuck to stop pathsearching and find a home[/p]
- [p]Add ability for a mod to validate data definitions after loading with package:validate_data (only run in mod dev mode)[/p]
- [p]Add support for Lua callback string tags (with one tag implemented, gets replaced with the current map seed) [/p][p][/p]
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