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Regular Update (experimental)

[h3]Experimental_UE5 0.1.15669[/h3]

Changes

  • Change what the "Is Passable" behavior instruction considers as passable in discovered but not currently visible areas to match what the player sees in the game (can't know about an enemy players bots or buildings)


Fixes

  • Equip Component Remotely, tweaked description which clarifies that a component needs to exist locally, since the user might also be expecting a "Request Item" to occur.,
  • Don't show last step of the mothership repair mission again for existing saves that have already completed it (until the mothership is fully repaired again, then it will briefly show once more and then never again),
  • When a carrier takes over an order from another carrier due to being better suited for it, and the other carrier finds itself outside the logistics network grid, have that other carrier move to the source of the order it was working on instead of going back to the place where it was assigned the order to better avoid carriers becoming stuck outside the power grid,
  • Fix upgrading from old saves from before when "Resimulator Core" was changed from being an item to be a component which didn't keep the production history or the story unlock state as well as registers which were set to "Resimulator Core" (theoretically could also fix references to definition changes from further in the past in much older saves)


[hr] [/hr]

https://store.steampowered.com/news/app/1450900/view/519714314320348224
https://store.steampowered.com/news/app/1450900/view/644688664507450942
https://store.steampowered.com/news/app/1450900/view/644688664507450356
https://store.steampowered.com/news/app/1450900/view/519713045439578512

Regular Update (experimental)

[h3]Experimental_UE5 0.1.15661[/h3]

Additions
  • Added "Clear All Links" behavior instruction,
  • Added "Get Unit Power Info" behavior instruction,
  • Added "Is Passable" behavior instruction,
  • Added Internal Alien component Anomaly Lattice for expanding anomaly storage,
  • Added Range 2 integrated item transporter to Hybrid Worker,
  • Added Range 3 integrated item transporter to Alien Worker,
  • Added temporarily machine translations for around 500 recently added or modified texts


Changes
  • Resource Convertor and Re-Simulator recipe UI now matches other UI design,
  • Remove "Modify behavior" option from inside the blueprint editor because it caused issues when being used via blueprint customization from the build menu or bot production selection,
  • Update unit selection interface of units from other factions to look a bit nicer,
  • Disallow getting other faction health/shield values with a behavior,
  • Added selection of components to filter of Units tab in Control Center,
  • Combat adjustments (increase in power cost for alien weapons, health adjustments for alien buildings/units, damage adjustments for alien weapons, replacement weapons for hybrid soldier and sentinel tower, health adjustment for human buildings, returned alien power core drain rate back to 500),
  • Changed recipe for Soulweaver from Plasma Crystal to Blight Crystal so it can be built when unlocked in mission,
  • Re-arranged modules in Robot tech tree to start with larger modules early,
  • Modified recipes for bug chitin, anomaly cluster and phase leaf to reduce material cost and increase production time,
  • Adjusted research time for Alien and Energetics tree for low research times,
  • Reduced Alien Pylon cost,
  • Further slightly reduce the volume of world sound effects while inspecting a behavior,
  • Increased production speed for blight plasma in Plasma Bloom,
  • Reduced building cost for some Alien Units/Buildings,
  • Reduced production time for alien research artifacts


Fixes
  • Fix 2 neighboring construction sites surrounded by blocked tiles never finishing (they both assumed finishing would be blocking access to the other, even though they are already fully blocked off),
  • Fixed name of Obsidian Brick item,
  • Fix "Get Shield" behavior instruction when specifying a separate unit,
  • When jumping from System Index to Units tab of Control Center, also list units of the same type with a customized name,
  • Behavior instruction "Get Unit Info", more stats now recognise equipped boost modules,
  • When considering an order to be taken over by a different carrier, take into account that a carrier itself being the target of an order won't involve any travel distance from source to target,
  • When checking drone range to recall drones back home, allow them to be exactly 1 tile outside the drone range. This is because a drone can set out to fulfill multiple orders that can cause it to visit buildings (in drone range) in such an order that the drone ends up doing a path that goes just one tile outside of the drone range. This change does not increase the range of which drones do orders just so they don't abort while carrying them out.,
  • When modifying the amount of an order with a set source (i.e. when more items arrived or got created on a building with STORE set) and a carrier on its way to that source after a previous carrier has aborted the order (i.e. due to a player issuing a move command or a drone going outside its drone range), avoid the carrier picking up and dropping off more items than actually available at the source (resulting in an item slot on the carrier with a negative amount),
  • Cleanup negative amounts in item slots during load in saves broken due to past bug or bad mod,
  • Avoid multiplayer wrongfully detecting game going out-of-sync with regards to some internally cached data that is allowed to differ between a server and a newly joined client,
  • Fix attack move when between initiating attack move and confirming it with left or right mouse click one of the selected units gets destroyed,
  • Fix wrong behavior being assigned to a building that got automatically reconstructed after being destroyed,
  • Fix shield effect not restarting after docking and undocking,
  • Fix music getting cut off by too many sound effects playing,
  • Make selection cursor circles match the offset position of drones instead of being in the center of the tile,
  • Make shield effects less vertically stretched around drones, and fix shields sometimes flickering once shortly after being equipped,
  • Fix icon on "Receiving" entry in Power tab of Control Center,
  • Refresh active behaviors after using "Save As New Behavior" to not list wrong behavior controllers in the "Inspect Running Behavior" selection,
  • Fix text overlapping IN mothership repair tooltip (showing remaining requirements),
  • Fix clicking Goto and Store in various places (multi-unit selection, mouse hover link editor),
  • Fixed alien probe drone (set to be a drone, adjusted power/speed, removed powercore),
  • Fix the customizing bot in the production selection to properly refresh the ingredient list,
  • Fix end-of-mission message appearing every time the mother ship is repaired instead of just the first time


Modding
  • Fix pasting a register value into two registers of a blueprint being edited inside favorites causing a Lua error regarding a table being referenced in multiple places while running the game in moddev mode,
  • Fix rare freeze while Lua debugger is attached with multiple break-points set and evaluating "Debug.Reload()"


[h3]Experimental_UE5 0.1.15588[/h3]

Additions
  • In behavior editor, show line connections inside a for-loop instruction with a different color to highlight the block scope,
  • In behavior editor, show value outlines for constant values and unit references while "View Current Values" is active,
  • Added proper 3D model for new Plasma Crystal item,
  • Add Behavior Options dialog to behavior editor with two settings on how to retain variables and memory arrays,
  • Add option for keeping behavior memory arrays across code modifications and unequip/reequip of the Behavior Controller component,
  • Added "Loop Number" instruction that loops through number indexes,
  • "Set Sign" button added to "Sign Post" component,
  • In System Index, show ingredients requirement and production breakdown trees via popup to avoid having a scrolling list inside another scrolling list,
  • Added Blight Plasma to Alien Soldier explorable,
  • Added alien power core to alien Obsidian Soldier


Changes
  • Allow shortcuts to neutral or enemy units, prevent shortcuts seeing the visual register of non-ally factions,
  • Improved tooltip for activate button on Alien Console building,
  • Allow Alien Nexus building to teleport to any ally building,
  • Reduced range of pylon terraformer,
  • Made Sentinel Tower and Alien Miner dockable in "garage" type inventory slots so they can use teleporters,
  • Increased recipe requirements of AI Behavior Controller component,
  • Zoom buttons in behavior editor moved to the top right,
  • Global Efficiency Boost component now shows a register warning/error when not equipped on a Re-Simulator,
  • Allow Check Altitude and Check Blightness instructions to accept coordinates,
  • In System Index, don't show ingredient requirement or production breakdown trees when there are still unknown items in the production recipe,
  • Removed unnecessary integrated weapon from alien Obsidian Tank Frame,
  • Changed how Alien Power Cores recharge power outside of the blight,
  • Increased power cost of alien weapon components,
  • Reduced power storage and increased drain rate of Alien Core


Fixes
  • Allow Robotics Assembler to build drones again. Instead of requiring any drone production to need a free drone type item slot, make it so only production components with unit docking item slots have that limitation (i.e. Drone Component, Drone Port, Drone Launcher),
  • Remove recipes from AI Cores that shouldn't have them,
  • In the behavior editor, when there is a backwards circular connection, fix an instruction being dragged onto the end of the circle making it get inserted at the start,
  • Don't repeat explorable solve sound when the explorable doesn't have any item slots,
  • In bot production selection, fix wrong behavior getting programmed on produced unit when pressing the confirm button while the copied unit customization editor is still open,
  • Fix icon of blueprints and behaviors getting cleared when pasting from the clipboard or when copying between favorites and library,
  • Fix Re-Simulator overloading event not executing if a large area of the map around the Re-Simulator has already been uncovered,
  • Don't show integrated components in recipe of blueprints in tooltip, system index or in bot production selection,
  • Fix effects of Re-Simulator modules not getting removed when the large Robot Re-Simulation Component is unequipped,
  • Fix shortcut group icon getting stuck on screen if it is accessed very shortly after the shortcut entity has been destroyed or become invisible,
  • Fix behavior stack corruption where a sub-behavior that writes to an output parameter that is unused by the caller could potentially overwrite a variable, parameter or constant value, or cause the behavior to unexpectedly abort


Modding
  • Change Lua API faction:FindClosestHiddenTile to return X and Y as two return values instead of a table to match the documentation of the function,
  • Change Lua API entity:GetSizeAtRotation to return X and Y as two return values


[hr] [/hr]

https://store.steampowered.com/news/app/1450900/view/644688664507450942
https://store.steampowered.com/news/app/1450900/view/644688664507450356
https://store.steampowered.com/news/app/1450900/view/519713045439578512

Regular Update (experimental)

[h3]Experimental_UE5 0.1.15536[/h3]

Additions
  • Pylon now produces some necessary expansion items,
  • Added recipe for Laser Mining Tool,
  • Added more production for the Multimodal AI Center,
  • Added Anomaly inventory slots to the Alien Factory component,
  • Added new materials for the Alien Tree - Plasma Crystal and Crystalized Obsidian,
  • Added medium and large Health/Speed/Visibility Module component and reorganized modules in Robot tech trees,
  • Mothership and Human Explorer repair now link to signal register (similar to how explorables show required repair item),
  • Added search box to Item Request and Item Slot Fix selection windows,
  • New Autobase instructions, equip/unequip component on other units, set/get component registers on other units

Changes
  • For terraforming, use a less aggressive falloff curve so a range 10 terraforming component will actually look like it reaches its entire range,
  • Boosted Health Module bonus,
  • Resimulator Core now produced in the Assembler again (for now),
  • Reduced material cost of Alien Research items,
  • Recipe changes for the Alien Tree and Alien Units and Buildings,
  • Some Health changes - (Alien Heart shard decreased, Human Command Center increased),
  • Reduced inventory space of Hybrid Worker,
  • Removed Alien Artifact unlock from Alien Discovery,
  • Increased blight crystal as they're required more in late game,
  • Adjusted alien terraformer target level and range,
  • Trilobyte consumption restrictions on anomaly and gassy foods,
  • Mission "jump camera" button now stays at the top of the codex page when scrolling,
  • Allow Alien Deconstructor to output an Anomaly Heart,
  • Disallow bot upgrade on bot that was resimulated,
  • Make Deconstructor component adhere to the same rules as deconstruction via health bar button (disallow unresearched, infected or damaged units) with one special exception to still allow deconstruction of the Command Center to enable moving it in the early game,
  • Show "Save was made in a newer game version" instead of "Tried to load corrupt save data" when loading a save in a game version that uses an older save format,
  • Make re-simulated Laser Mining Tool, Laser Extractor and Ion Lance components remember their resimulated origin even when equipped and unequipped so recycling them won't give additional ingredients,
  • Made Human Miner units give the mining bonus only on certain items


Fixes
  • Don't clear fixed item when dragging a fixed item slot onto itself,
  • Remember information about a bot being Re-simulated across usage of acquiring/deploying with a Deployer component,
  • Prevent a bot taking over an order from a carrier on the way to a teleporter,
  • Validate item data being copied from favorites into faction library to prevent cheating via data injection into the local profile file,
  • Make unit Deconstruct (via button in UI of unit health bar) drop ingredients of a Re-simulated units original,
  • Adjusted default names and icons for aliens/bugs/anomaly factions in faction view,
  • Allow F8 to submit feedback in behavior editor,
  • Anomaly particles and Virus Source Code now properly tracked in item history graph,
  • Fix for being able to use Re-simulator only items on the Large Component Re-simulator,
  • Set value for all miners on Mine behavior instruction,
  • Clear miner values when empty value passed to Mine instruction,
  • Human Evolution, hint reworded to suggest repair from component rather than ingredient,
  • Keep construction site options "High Priority" and "Notify On Completion" across construction site edits and upgrades,
  • Fix health bar below docked unit in item slot UI getting stuck when swapping a docked unit and a fixed empty slot,
  • Fix multiple equipped Drone Port components producing Drone units simultaneously sometimes aborting without producing anything


[h3]Experimental_UE5 0.1.15540[/h3]

Fixes
  • Fix for Remote Behavior Instructions to only work on Autobase Controller,
  • Fix for Remote Behavior Instructions to only work in same logistics network,
  • Fix for behaviors not starting with multi select,
  • Fix for untracked items in item history graph



***
https://store.steampowered.com/news/app/1450900/view/644688664507450356
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

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]

Regular Update (experimental)

[h3]Experimental_UE5 0.1.15406[/h3]

Additions
  • Make icons of "Tech Unlocks" and "Remaining Research" in the System Index clickable
  • Enable pause key (by default bound to Spacebar) again while behavior editor is open
  • When cancelling a carrier of an order (either due to the order getting aborted or taken over by a better carrier) and the carrier ended up moving outside of the logistics network, make it move backwards to where it started to avoid carriers getting lost in areas not covered by the logistics network
  • Adding icons for power/phase flower leaves
  • At the end of the story missions "Human Evolution" and "Human History", start the following story mission automatically after a short while without the player needing to uncover more parts of the map if all requirements to start the mission are already met


Changes
  • Make "Select All Docked Units" also select drones out but reserved to come back
  • Hybrid alien unit recipe changes (use Anomaly Heart instead of Energized Artifact)
  • Have the Alien story mission give a hint on how to get access to the Alien technology tree
  • Don’t unlock alien artifact when picking it up, required to research it now
  • Reduce Blight Crystal amount used in Bug Chitin recipe
  • Reduce requirements for first unlock in humanity tree
  • Made angle of foundation icons match building icons
  • Standardize logic of math behavior instructions (Add, Subtract, Multiply, Divide, Modulo):
    • If neither side has a 2d coordinate, operate on the number (same as before)
    • If both sides have a 2d coordinate, operate on X and Y of the coordinate independently (same as before)
    • If both sides have a 2d coordinate, also operate on the number (same as before but was missing on Multiply/Divide)
    • If only one side has a 2d coordinate, the other side uses the number twice to operate on the X and Y part of the coordinate
    • If only one side has a 2d coordinate, copy the number from the side with the coordinate to the result


Fixes
  • Fix short item descriptions showing off center in the System Index
  • Match the list of unlocks in the tooltip of a technology to what is shown in the Research window (hide unlocked integrated components)
  • Avoid multiplayer wrongfully detecting game going out-of-sync with regards to some internally cached data that is allowed to differ between a server and a newly joined client
  • Fix a bot disconnected from the logistics network sometimes going to the source/target of an automated order if it itself is the target/source
  • Don’t show (non working) edit button in right-click context menu of Deployment sites
  • When multiple selected units with an Intel Scanner component are scanning an explorable, show the highest progress as percent done in the Explorable interface
  • Fix issue where a carrier that had one part of a multi-order cancelled (due to another better suited carrier taking over) would wrongfully look for a new order even though it still had things to do
  • Fix mouse selection on alien structures being difficult at certain lower camera angles
  • Added recipe back to scale worm so it can be produced again
  • Fixed production of "Sentinel Tower" alien unit
  • Prevent the "Global Efficiency Boost" from being lost if the Re-simulator's inventory is full
  • Fix a bug where bots that manually use a Unit Teleporter come out facing the wrong direction, potentially causing the game to go temporarily out-of-sync when playing multiplayer on a dedicated server


https://store.steampowered.com/news/app/1450900/view/519712411641446590
https://store.steampowered.com/news/app/1450900/view/519711795144819228