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Desynced News

IndieDevDay Showcases in Barcelona, September 27-29!

We're excited to announce that we'll be at IndieDevDay in Barcelona from September 27 to 29 with Desynced. You can find us at our booth, ready to show you everything we've been working on!

If you're attending, be sure to drop by and experience the latest updates, chat with our team, and soak in the amazing atmosphere. We can't wait to meet you and share what we’ve been up to.

See you there!



Regular Update

[h3]Experimental_UE5 0.1.13829[/h3]

Fixes:
  • GetLocation instruction defaults to self if empty
  • Added Scout Range instruction which will move in a random direction a specified distance


[h3]Experimental_UE5 0.1.13824[/h3]

Fixes:
  • Fix for dot being applied twice on the same tick
  • Fix for foundations not completing
  • Fix for bugs already undocked trying to undock


[h3]Experimental_UE5 0.1.13821[/h3]

Fixes:
  • Reduce aggressive mode spawns
  • Fix for unit upgrader overwriting buildings
  • Don’t allow placing foundations under buildings when dragging out a selection of them to avoid bots getting stuck
  • Fix for Drop Off instruction to work with components on construction
  • Fix for nomad challenge, give 5 data cubes from the start


https://store.steampowered.com/news/app/1450900/view/6333838789055363597
https://store.steampowered.com/news/app/1450900/view/4566175115329710930
https://store.steampowered.com/news/app/1450900/view/4566175115325928428

Regular Update

Experimental_UE5 0.1.13813

Additions:

  • Added new challenge scenarios
  • Allow hotkeys 1-4 in Tower Defense scenario for placement of towers
  • Allow showing build cursor in Tower Defense scenario even if you don’t have enough to build a tower
  • New Gate graphics
  • Added new foundations
  • Improved leading on targets for delayed attack weapons
  • Improved weapon component tooltips (show more stats of the various weapon components)
  • Added proper handling of pulse style weapons
  • In the behavior program editor, color behavior nodes by category
  • Support entity references in faction blueprints and building upgrade window (but not in “My Blueprints”)
  • Blueprints not support units with integrated components (used by library blueprints, unit copy/paste and building upgrading)
  • Remember behavior stopped state in blueprint, add toggling of stopped/started behavior to blueprint editor


Fixes:

  • Fix for “Is Moving” instruction
  • Adjustments to bug behavior and aggressive mode
  • Fixes for unit upgrader
  • Don’t allow upgrading damaged units
  • Don’t allow upgrading units you don’t know the recipe for potentially losing it
  • Fixed QuickAction (default bound to E key) for multiple selected units
  • Fixed ctrl- shift- hotkeys for disconnect and power
  • Fix for build menu not showing some blueprints
  • Fixes for Tower Defense
  • Removed “Order was aborted and carrier still holds the items” notification
  • Increased notification durations
  • Fixes inconsistencies with Internal and Integrated components
  • Show integrated components that have been unlocked via tech under a "Integrated Component" category in the register selection
  • Hide integrated components from the "Request Item" list
  • Fixed Laser Mining Tool showing as regular Miner component in the blueprint editors 3D preview
  • Make FPS limit slider snap to steps of 5 and auto apply when changed, improve numerical input to apply when unfocused after clicking the number
  • Show blueprint icon on blueprints in register selection
  • Lock lobby faction in Versus scenario when game starts
  • Fix for repairers to require charging
  • Fix upgrading construction sites to drop any already delivered ingredients onto the floor
  • When upgrading a building, keep the construction site selected so the frameview UI stays open all the way through the upgrade process
  • Don’t reserve entities for transfer when using STORE register


https://store.steampowered.com/news/app/1450900/view/4566175115329710930
https://store.steampowered.com/news/app/1450900/view/4566175115325928428

Regular Update

Experimental_UE5 0.1.13742

Fixes:
  • Clearer apply button in options menu
  • Make Attack-Move not target dropped items (target a blocking entity on the same tile or use just the coordinate instead if nothing else is there)
  • Reset timer on green turret extra effects
  • Fix anomaly mining into a process so it shows in the item graphs
  • Fixed scaling on transport drone b
  • Add minimum range to tooltip
  • Fix for missing anomaly slots on ai research center
  • Fix for damage number display when units are destroyed
  • Fix a miner delivering resources to shared storage when it is full even if it has "Deliver Items" disabled.
  • Don’t allow using deployer on anything that isnt your own faction
  • Make aggressive bugs attack-move
  • Various changes and tweaks to damage types/health/damage



Additions:
  • Show where items are being produced in the faction item view
  • Always prefer an order source with 'High Priority' set inside the same logistics network, even if it is far away or the provided amount is lower than required
  • Versus Scenario
  • Tower Defense Scenario
  • Make ctrl+left-click and double left-click select all entities of the same frame type (holding shift will add to selection)
  • Unit upgrader WIP (Ctrl-V on a unit to reconfigure to the currently copied unit blueprint)


https://store.steampowered.com/news/app/1450900/view/4566175115325928428?l=english

Regular Update (Experimental)

The first part of the next big update for Desynced is now live on the experimental_ue5 branch. This one’s huge!



  • Added flying, ground values
  • Added Defense block Building
  • Pulse laser increased range/damage
  • Added shoot while moving parameter
  • Added Attack-Move by putting coordinate into turret register (default bound to Q)

- Units with turrets will stop to attack before continuing to move to destination
- Units without turrets will follow turret units to the destination so they stop when combat starts
- Show message 'No combat unit selected to perform attack-move' if no selected unit has a weapon

  • Added damage numbers
  • Added various turrets



  • Added custom icon to blueprints (shown in build menu)
  • Show enemies as red on minimap (by popular demand)



  • Added features like boost on some later buildings
  • Add turret damage types
  • Added dot and slow effects weapon effects
  • Added beam weapon type (railgun…)
  • Added Alliances to faction window (Shared Visibility)
  • Added an internal item to the explorer to better show it has extra capabilities
  • Quick set (default E), to open up first component with action (works on hovered or selected unit)



  • Added two extra tier trilobites and wasps
  • Ask to set from and storage location when turning on transport route
  • Turret "minimum_range" added for some turrets



  • Added Defense Block to basic structures
  • Add damage type to tooltip




  • Adding black background to visual registers
  • Simplified library view
  • Show map state download progress bar on loading screen
  • Moved factory representation in explorables to the title bar, added progress circle for production
  • Changed tutorial message on first start to be clearer
  • Better support of loading UI mods on dedicated server by changing the behavior of some UI module functions when running on dedicated server:

- Make UI.GetRegisteredLayoutClass always return an empty table
- Make UI.GetRegisteredLayoutString always return an empty string
- Make UI.SetRegisteredLayoutClass and UI.SetRegisteredLayoutString do nothing
  • Modified some used input strings to not localize in the UI
  • Forward logging to an attached debugger even if debugging is deactivated (i.e. in a multiplayer game)
  • Avoid crash when Lua debugger is connected while running a multiplayer game and text or an error is logged




  • Remove 60 kb limit for actions by sending them over a custom data transfer channel instead of using actor RPCs
  • Fix for blueprint sorting where order was a floating point
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Use entity power efficiency when terraforming
  • Moved cable down the tree to smooth out production at end of basic tree




  • Pulse laser increased range/damage



  • Copy parameter values on behavior controllers from the Command Center bot to the deployed building
  • Pause running behavior controllers on the Command Center bot and restart them on the deployed Command Center building
  • Show extra effect name in tooltip




  • Mothership repairs now require items to be put inside the satellite



  • Ask to set from and storage location when turning on transport route
  • Get the parameter names from the faction library when hovering over a component register
  • Added Defense Block to basic structures




  • Skip turrets auto attacking walls first if there is an enemy nearby if controlled by a player
  • Changed wall build time and health to 100 virus/blight (300/500)
  • All bugs hives in the vicinity will be triggered when a large bug hive is triggered
  • Moved cable down the tree to smooth out production at end of basic tree
  • Changed how virus works
  • Fix downloading mods when joining a server
  • Remove right click move/attack context menu
  • Mothership repairs now require items to be put inside the satellite
  • Don't try to read the signal of dropped items
  • Fixed manual targeting of immortal objects
  • Don’t remove resources from the resource bar if they are 0
  • Don’t allow teleporting to another teleporter unless they consider you an ally
  • Aggressive mode fix, prevent enemy waves spawning when a Faction has activated "Passive Bugs" cheat
  • Use entity power efficiency when terraforming
  • Get the parameter names from the faction library when hovering over a component register
  • Fix import of library item (either from local library or clipboard) not restarting behaviors until save game reload
  • Don't show all pings on the host, share pings across factions with shared visibility (alliance)
  • Allow Notify command to use world coordinates
  • Tutorial tweaks
  • Blight Magnifier tweaks
  • Fixed incorrect save-game version check
  • Instructions, Fix for GetInventoryItemIndex, correctly recognise reserved space and locked slots to return the item with zero
  • Fix LUA error when editing a behavior that had a call to a now deleted sub-behavior
  • Fix resource bar throwing errors when switching faction
  • Modified some used input strings to not localize in the UI
  • Fix a components on_update being called twice when it had its activation set to "Always" while there exists another component on the same entity that has activation set to "OnAnyItemSlotChange"
  • Allow the instruction order_transfer to work with docked units
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Fix for blueprint sorting where order was a floating point
  • Fix for incorrect building boost
  • Fix for function def causing error
  • Reset effect counter when getting with an extra_effect
  • Show extra effect name in tooltip
  • Allow overriding damage table (but it’s gonna change…)
  • Fix for editing registers in blueprint editor
  • Fix for pasting over read only registers


***

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 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/app/1450900/Desynced_Autonomous_Colony_Simulator/