1. Desynced
  2. News

Desynced News

Alien Update

[h2]Alien Update now live in Desynced![/h2]

[h3]Greetings, Operators![/h3]

Over the past few weeks this update has been cooking on the Experimental branch, and we want to give a big thank you to everyone who tested it early and shared feedback with us!

Today everything we built, tweaked and polished there is going live on the Main branch, so even those of you who prefer a more stable experience can now enjoy all the changes. Your existing save files will work just fine. You can pick up right where you left off after the last update.

[h2]Patch Highlights at a Glance[/h2]
  • Centralized unit interface & improved link editor
  • Smarter bots with dynamic order reassignment
  • New System Index accessible with a single key
  • Streamlined Library and cross-save Behaviors Favorites
  • Major Behavior Editor overhaul with debug tools
  • New Alien History mission
  • Improved mission structure for the Mothership storyline
Scroll down for the full breakdown and all changes. And maybe make some tea, it’s a long one :)



https://store.steampowered.com/app/1450900/Desynced/

[previewyoutube][/previewyoutube]

[h3] πŸ–₯️ A Fresh Unit Interface[/h3]
The main interface is now centered in the screen combining both inventory and component sockets for a more streamlined experience. A new foldout link editor was added to support complex register connections for example with a large number of behavior parameters. The link editor can even be quickly accessed by just pressing E while having nothing selected and hovering over a unit.



[h3] πŸ€– Order System Improvements[/h3]
Up until now any idle bot could pick up any available order and do it, even if it meant the target was on the other side of the base. Now with the improved system another bot can decide that it is better positioned to do an order and it will take over, as long as the first bot in line hasn't gone and picked up the ingredients from the source already. This results in a drastic improvement
of efficiency for both big and small bases. So next time you marvel at your grand city, take a look at your bots and how they've just gotten a lot smarter!

[h3] πŸ“˜ System Index[/h3]
A new hotkey was added to the I key which will open the System Index. Additionally, while having the mouse over any item which shows the details next to the mouse cursor, pressing I will transform the detail view into the new and intractable System Index where details can be browsed just by clicking on icons. There even is a "Go to Control Center" button to quickly see details of owned units and items. Very handy!



[h3] πŸ“š Library Upgrades[/h3]
The library window now has been simplified to just show two tabs. Library and Favorites. If you're a veteran you might be confused where the "Faction things" or the "My things" are but rest assured, they have just been renamed to make their use more clear.

So Faction Blueprints and Faction Behaviors are now just listed under the Library tab. My Blueprints and My Behaviors are now called Favorites and they come with a short info text that they are to be used to transfer Blueprints and Behaviors into other save games and multiplayer sessions. Under the tab you will find filters for showing only Blueprints or Behaviors, and there is
also a new icon view besides the standard list view to show more items. The text search next to the filter now looks recursive into all folders and subfolders. Blueprints can be given a detailed description besides just the name (like behaviors!) and behaviors can be given an icon (like blueprints!).

A big improvement is that your Favorites are now available everywhere, you can load them into a behavior controller, set them on bot production components or select them in the build menu with a handy "Load from Favorites" button.

[h3] πŸ’‘ Behavior Editor Improvements[/h3]
The behavior editor finally got a large makeover. Parameters can now be reordered by dragging them around, local variables can be given a name. Zooming and drag selections have been improved to feel more natural to use. Copy (by pressing the C key) and Paste (with the V key) has been added. There is now infinite undo and redo and keyboard support has been added (WASD to scroll, C/V to copy/paste, Z/Y for undo/redo, Del to delete). While not yet a tutorial for behaviors, the help pages have been made accessible via a "Help" button in the behavior editor.

A potentially breaking change was to make behaviors clear the values of local variables when the behavior ends (and automatically restarts). The old behavior of keeping values in local variables is still available but now needs to have the "Keep variables" in the behavior start box checked. If you rely on this behavior, be sure to go and check that box!

A simple debug mode with breakpoints has been added, which will pause the behavior when it reaches an instruction that has been marked with a breakpoint to figure out and hopefully resolve any issues you have with complex behaviors.

Lastly, instructions can now be added with a new quick access menu, right-click anywhere on the node graph and a menu will list all instructions. Immediately you can type into the search filter, use down and up keys to select your desired instruction and press Enter to add the instruction. If right-clicking on a pin connection, the new instruction will even automatically get connected to it. Making behaviors is now faster and easier than ever!



[h3] πŸš€ Mothership Mission[/h3]
A bunch of missions, goals and text popups have been combined into a new main story mission called "Repair the mothership" which will guide a player from the start of the game. If you're the player that looks for something to do, checking the next step of this mission will always have a good suggestion for the next goal to work towards.



[h3] πŸ‘½ The Alien Story[/h3]
A new large story mission revealing the Alien History has been added, connecting directly to the Human story arch which was closed in the Space/Time update. In tandem, the new alien technology tree called "Energetics" provides plenty of new technology and units to research and create.

[h3] ✨ We hope you're as excited as we are to learn more than ever about the world of Desynced![/h3]
[hr][/hr]



[h2]πŸ› οΈ Interface & UX Improvements[/h2]
  • Added Jump To Location button for missions in the Codex
  • Carousel added for news ticker on the main menu
  • Added quit to desktop option from inside game
  • Show warning notification feedback when you can't harvest a resource with an incorrect mining component when right clicking
  • Add interface option "Show Unit Interface in Bottom Left Corner"
  • In System Index:
    • Make "Tech Unlocks" and "Remaining Research" icons clickable
    • Show "Research" button to search in the tech tree for something not yet researched
    • Show ingredients requirement and production breakdown trees via popup
    • Make integrated components in unit stat lists clickable
    • Add list "Integrated On:" to components to show which units include them
  • In item tooltip: show "Produced by" or "Mined by" with component icons on one line (expanded on Shift)
  • Added hint (depending on story progression) on alien and human tech boxes in the tech tree
  • Added recipe information UI to alien Resource Converter component


[h2]⌨️ Controls & Navigation[/h2]
  • Add WASD scrolling to tech tree and Behavior editor windows
  • Enable pause key (default Spacebar) again while behavior editor is open


[h2]βš™οΈ Building & Construction[/h2]
  • When a building is destroyed, automatically place a paused construction site in its place (with same settings and references)
  • When double-clicking a construction site, select only others of the same unit type


[h2]🧠 Behavior System[/h2]
  • Add Behavior Options dialog in editor for variable and memory array retention
  • Add option to retain behavior memory arrays across code changes and component re-equips
  • New instructions added:
    • "Random Number" and "Random Coordinate"
    • "Set Link", "Clear Link", and "Clear All Links"
    • "Restart" for restarting from inside loops
    • "Visibility Range" in "Get Unit Info"
    • "Get Unit Power Info", "Is Passable", "Loop Number"
  • In behavior editor:
    • Show line connections in for-loops with different color
    • Show value outlines for constants and references in "View Current Values" mode


[h2]πŸ€– Units & Components[/h2]
  • Support settings copying of hacked explorables
  • Added counter for how many times the mothership was repaired (requirements +100 each time)
  • Added internal Alien component: Anomaly Lattice (expands anomaly storage)
  • Added Range 2 item transporter to Hybrid Worker
  • Added Range 3 item transporter to Alien Worker
  • Added AI Behavior Controller component to alien technology
  • Added "Set Sign" button to "Sign Post"
  • Added icons for power/phase flower leaves


[h2]🧬 Story, Codex & Missions[/h2]
  • At the end of "Human Evolution" and "Human History" missions, auto-start the next mission if requirements are met
  • New Codex pages for visiting alien buildings in the blight
  • Store destroyed units of player factions when no player is logged in and show loss notifications upon login


[h2]🌌 New Content & Items[/h2]
  • Added proper 3D model for Plasma Crystal
  • Added Alien Datacube consumption to Re-Simulator (with recipes)
  • Added Blight Plasma to Alien Soldier explorable
  • Added alien power core to alien Obsidian Soldier


[h2]🌐 Localization[/h2]
  • Added temporary machine translations for ~500 newly added or modified texts




[h2]🧩 Interface & UX Changes [/h2]
  • Centered unit user interface with inventory and component sockets
  • Combined inventory of different types into one box
  • Reorganize library into "Library" (usable items) and "Favorites" (cross-save storage)
  • Add "Load from Favorites" button wherever Behaviors or blueprints are selected
  • Added new System Index feature (key I) for detailed info or listing everything
  • In Tech Tree:
    • Split starter unlocks into "Unlocks" and "Story Unlocks"
    • Always show search text box
    • Allow right-click scrolling everywhere
  • Add title "Unit Editor" when editing units
  • Docked drones now appear like multi-selection windows
  • Show state icons in multiple columns if over 3
  • Show transport route icon above power/logistics button
  • Mouse wheel scrolling in UI sped up x3
  • Add confirmation prompt before loading a save during gameplay
  • Handle Escape in F8 feedback modal
  • Esc shows UI if hidden with "Hide UI" hotkey (default U)
  • Ping input is now rebindable (default Alt + Left Click)
  • Make error notifications click-through
  • Improved tooltip for Alien Console activate button
  • Mission "jump camera" button now stays at top when scrolling in Codex
  • Show mission title in talking head popups
  • If multiple talking head popups queued, show "X/Y" counter
  • Only show yellow mission step in last queued popup for same mission
  • Hide unit links when Link Editor is open
  • Hide buttons in inventory for allied units
  • Better UI for unit selection of other factions
  • Removed "Modify behavior" from blueprint editor
  • Added component filter to Units tab in Control Center
  • Updated Resource Converter and Re-Simulator UI to match rest of the UI


[h2]🧠 Behavior Editor Changes[/h2]
  • New "Save As New Behavior" button
  • User-defined naming for local variables
  • Drag-and-drop to reorder parameters
  • Add debug breakpoints
  • Add unlimited undo/redo
  • Support copy/paste (C/V keys)
  • Confirmation on unsaved close (Esc), save/close (Enter)
  • Zoom toward mouse cursor
  • HOME key resets view
  • Improved drag/reconnect of multiple nodes
  • Keep nodes in place on connect/disconnect
  • Use outlines for node selection
  • Double-click selects all connected nodes
  • Drag multiple visible nodes instead of showing a ghost
  • Alternative node creation via right-click popup
  • Always show "Keep variables" checkbox (except in sub-behavior edit)
  • Show argument names instead of P1/P2/etc
  • Behavior variable handling changed: now reset by default, checkbox restores old behavior
  • Zoom buttons moved to top right
  • Reduced SFX volume while in behavior editor
  • Slightly reduced world SFX volume during behavior inspection


[h2]πŸ“œ Behavior Instructions Updates[/h2]
  • New instructions:
    • "Is Inside Logistics Network"
    • "Abort Construction"
    • "Get Unit Power Info"
    • "Clear All Links"
    • "Is Passable" (now checks visibility consistency)
  • Updated/expanded:
    • "Is Same Grid" accepts coordinates
    • "Switch" allows item comparison
    • "Can Produce" works with units and mining recipes
    • "Solve Explorable" supports anomalies and Alien Locks
    • "Loop producers" terminates properly on empty input
    • "Drop Off Items" now allows passing items with outstanding orders
    • "Get Item Range" works correctly with turrets
    • Math logic standardized for coordinates and numbers
    • "Check Altitude" and "Check Blightness" now accept coordinates


[h2]πŸ› οΈ Gameplay System Changes[/h2]
  • Shortcut groups persist across upgrades and lander deploys
  • Allow Alien Nexus teleportation to any allied building
  • Added takeover logic for carriers closer/faster to order sources
  • Right-clicking non-interactables no longer plays animation
  • Don't show highlight faction color on minimap foundations
  • Single popup/window closes on Escape
  • Prevent docking units of the same type into each other
  • Human Explorer now updates explorable UI when arriving later
  • Control group buttons now appear near resource bar if space allows
  • Added "Select All Docked Units" to include reserved drones
  • Allow shortcuts to enemy/neutral units but not their registers
  • Display "Save made in newer version" for forward-incompatible saves
  • Fix explorer AI Center not appearing after mission unlock
  • Resimulated tools/components now retain origin to prevent abuse
  • Disallow bot upgrades on bots that were resimulated
  • Prevent units from seeing health/shields of non-allied factions
  • Disallow deconstruction of certain units unless allowed by special rules
  • Alien Power Cores now recharge power outside of blight differently
  • Re-Simulator Core now produced in Assembler again
  • Add quick interpolation to DOF distance changes
  • Separate CameraHome and FactionHome hotkeys
  • Shortcut creation disallowed for read-only coordinate registers
  • Hide "Is Ingredient Of" from tooltip (now in System Index)


[h2]πŸ—οΈ Construction & Unit Adjustments[/h2]
  • Hybrid Worker inventory size reduced
  • Hybrid and Alien Workers can now dock in garages
  • Alien Miner and Sentinel Tower can now teleport via garages
  • Alien Power Core power storage reduced and drain increased
  • Removed unnecessary weapon from Obsidian Tank Frame
  • Changed recharge logic for Alien Power Cores
  • Global Efficiency Boost shows error when unequipped on wrong unit
  • Global Boost value cap increased (over 1275% now allowed)
  • Boosted Health Module bonus
  • Adjusted behavior of Alien Deconstructor
  • Adjusted logic for command center deconstruction early game
  • Added Anomaly Heart output to Alien Deconstructor
  • Alien Datakey now requires Blight Datakey instead of Empty
  • Changed Alien Worker and Hybrid Worker to be dockable
  • Adjusted alien terraformer target level and range
  • Changed what is considered passable in unexplored areas
  • Made foundation icon angles match buildings
  • Super Silica Tree now non-selectable


[h2]πŸ§ͺ Tech Tree & Research[/h2]
  • Adjusted unlock requirements in humanity tree
  • Changed Alien Tree and Unit/Building recipes
  • Adjusted research times in Alien and Energetics trees
  • Reduced Alien Pylon cost
  • Changed recipe for Soulweaver to use Blight Crystal
  • Re-arranged Robot tech tree to show larger modules first
  • Alien story mission now hints how to unlock Alien tech tree
  • Picking up alien artifacts no longer auto-unlocks – must research now


[h2]🧬 Resources, Recipes & Materials[/h2]
  • Blight Crystal usage increased (late-game)
  • Bug Chitin recipe now uses fewer crystals
  • Trilobyte consumption now limited to anomaly/gassy food
  • Plasma Bloom production speed increased
  • Alien Research item costs reduced
  • Alien Unit/Building costs reduced
  • Alien Artifact production time reduced
  • Material costs reduced, but production times increased for:
    • Bug chitin
    • Anomaly cluster
    • Phase leaf
  • Adjusted mining bonus for Human Miner units
  • Resource bar now defaults to show only Resources and Simple Materials
  • Returned Alien Power Core drain to 500
  • Changed recipe requirements of AI Behavior Controller component


[h2]🎯 Combat Adjustments[/h2]
  • Increased power cost of alien weapons
  • Health adjusted for:
    • Alien buildings and units
    • Human Command Center (increased)
    • Alien Heart shard (decreased)
  • Damage adjustments for alien weapons
  • Replacement weapons for:
    • Hybrid Soldier
    • Sentinel Tower


[h2]🌍 Environment & Terraforming[/h2]
  • Less aggressive falloff for terraforming (range 10 more visible)
  • Pylon terraformer range reduced
  • Increased obsidian-rich node amounts
  • Increased blight clear visibility radius (after research)


[h2]πŸ› Mission-Related Changes[/h2]
  • In "Human Discovery", allow step 7 with portable re-simulator
  • Prevent non-player factions from spawning silica sand from bugs
  • "Round Robin" alien spawning to avoid rare explorables
  • Changed repair items for explorer and mining base
  • Consider hacked/spawned units as not existing for mission purposes
  • Alien History mission:
    • Spawn units only when reaching key steps
    • Spawn again when arriving at battle




[h2]🧱 Lua API Additions & Changes[/h2]
  • Added Tool.GetTableDelta and Tool.ApplyTableDelta for implementing generic undo/redo systems
  • Added UI.Delay function
  • Introduced new Chat API (for multiplayer messages not stored in replay data – useful for text chat and pings)
  • Changed faction:FindClosestHiddenTile to return X and Y as separate values (to match documentation)
  • Changed entity:GetSizeAtRotation to return X and Y as separate values

[h2]🐞 Modding Fixes[/h2]
  • Fixed Lua error caused by pasting a register value into two registers of a blueprint (inside favorites) in moddev mode
  • Fixed rare freeze when using Lua debugger with multiple breakpoints and evaluating Debug.Reload()
  • Prevent editing issues with behavior dependencies
  • Validate item data being copied from Favorites into faction library to prevent injection
  • Fix global hotkeys (like F or B) acting inside behavior editor popups




[h2]🧱 Construction Fixes[/h2]
  • Fix walls orienting incorrectly against wall construction sites
  • Prevent walls from connecting with walls from other factions
  • Fix construction site progress bar not updating after pausing
  • Fix construction site rendering invisible if paused but fully stocked
  • Prevent building placement if it would block access to nearby construction sites
  • Fix bug where two neighboring construction sites surrounded by blocked tiles never finish construction


[h2]🧠 Behavior System Fixes[/h2]
  • Fix stepping in/out of sub-behaviors in debug mode
  • Fix calling sub-behaviors triggering instruction/depth limit errors
  • Fix "Load from Favorites" not working with dependencies
  • Fix "View Current Values" not disabling when editing from library
  • Fix subroutine call with zero parameters causing error
  • Fix "Loop Components" only outputting to local/frame registers
  • Fix instruction search not working in sub-behavior editing
  • Fix drag-and-drop onto circular loop inserting at wrong position
  • Fix "Can Produce" instruction
  • Fix remote behavior instructions not limited to same logistics network
  • Fix behaviors not starting with multi-select
  • Fix duplicate breakpoints and misfired errors on program start
  • Fix behavior aborting unexpectedly at the end when breakpoints are used
  • Fix behavior stack corruption on unused output parameter writes
  • Fix active behavior list showing incorrect data after "Save As New Behavior"
  • Fix remote equip/unequip working on incorrect targets
  • Fix faulty ingredient list in bot production with copied behavior
  • Fix Re-Simulator-only items being usable in Large Component Re-Simulator
  • Add support for setting values for all miners via "Mine" instruction
  • Clear miner values if empty passed
  • Fix "Get Shield" behavior instruction when using another unit
  • Improve "Get Unit Info" stats to include boost modules
  • Fix System Index jump to Control Center not listing renamed units
  • Clarify equip-remote instruction: component must exist locally


[h2]πŸ› οΈ User Interface Fixes[/h2]
  • Fix W/A/S/D keys getting stuck when using Ctrl/Alt with text input focused
  • Fix yellow highlight missing when dragging from a register
  • Fix tooltip on mission notifications missing progress info
  • Fix shortcut loss after explorer repair
  • Fix dragging drone register links misbehaving
  • Fix UI glitch when deploying while deploy UI is open
  • Fix "new option" badge not disappearing properly
  • Fix Esc both canceling and opening menu while dragging
  • Fix Enter in input dialog closing window behind it
  • Prevent hotkeys triggering windows while dialogs are open
  • Properly close topmost full screen UI with Esc
  • Fix System Index item descriptions showing off-center
  • Fix text overlapping in mothership repair tooltip
  • Fix clicking Goto/Store in multi-selection and link editor
  • Fix UI deselecting units when clicking satellite buttons
  • Fix incorrect graphics in Garage slot locking
  • Fix drone register overwrite during linking
  • Add search box to item request and slot fix windows
  • Match unlock list in tooltip and research window
  • Improve UI for other faction units
  • Fix Register Edit icon showing after paste
  • Don't show integrated components in blueprint tooltips
  • Fix icons cleared when copying behaviors/blueprints
  • Fix Control Center "Receiving" icon
  • Prevent recipe windows from closing entire library
  • Fix confirmation popup not aligning correctly
  • Don’t show edit button in deploy context menu if not usable


[h2]βš™οΈ Component & Unit Fixes[/h2]
  • Fix Robotic Assembler forgetting blueprint on rally register change
  • Fix Re-Simulator overload not executing with pre-revealed map
  • Fix Sentinel Tower production issues
  • Fix Global Efficiency Boost loss due to full inventory
  • Fix component effects not removed after unequipping Large Re-Simulator
  • Fix Alien Probe Drone stats and remove unnecessary powercore
  • Fix drones facing wrong way after teleport
  • Fix shield visual flicker or misalignment on drones
  • Fix docked bot not properly undocking when STORE target is set
  • Fix units disappearing when docked component is unequipped
  • Fix behavior-modified order crashing if reduced below carrier’s current space
  • Fix units wrongly teleporting or getting stuck when reassigned
  • Prevent resimulated bot upgrades
  • Remember resimulation state across deployment
  • Fix wrong behavior on reconstructed buildings
  • Fix shield effects not restarting after dock/undock
  • Fix music cut off by SFX spam
  • Adjust selection circles to drone offset, not center
  • Fix Deconstruct UI not dropping resimulated ingredients
  • Prevent teleport-order takeover by bots outside network
  • Prevent Drone Port from aborting when multiple ports are active
  • Fix shortcut icon staying visible after unit removal
  • Fix mines outside 1-tile range being ignored
  • Fix excess pickup/dropoff causing negative inventory


[h2]πŸ” Orders & Logistics Fixes[/h2]
  • Prevent bots from taking over mismatched channel orders
  • Fix multi-order assignment confusion when orders are partially taken
  • Avoid duplicate actions on takeover orders
  • Fix order modification leading to negative carrier items
  • Fix shortcut logic for disconnected bots continuing invalid tasks
  • Improve order logic for same-source multi-carrier scenarios
  • Cleanup negative inventory data on load
  • Prevent β€œout-of-sync” from harmless server/client cache differences
  • Fix attack move breaking if unit is destroyed mid-selection


[h2]🌐 Multiplayer Fixes[/h2]
  • Fix multiplayer wrongly detecting out-of-sync due to cache differences
  • Fix multiplayer Re-Simulator state sharing across factions
  • Prevent cross-faction register access
  • Properly detect faction color and icons in multiplayer


[h2]πŸ› Mission Fixes[/h2]
  • Fix Alien History mission not starting
  • Fix mission end message repeating on every mothership repair
  • Don’t repeat last mothership repair mission step for old saves
  • Fix Human Evolution hint to clarify component vs ingredient
  • Fix probe drone from falsely producing duplicates
  • Fix Alien mission hints not unlocking tech tree
  • Fix explorer AI Center not showing in deploy register



[h2] 🧬 Items, Recipes, and Materials[/h2]
  • Added missing recipes (Laser Mining Tool, Scale Worm, etc.)
  • Add anomaly inventory slots to Alien Factory
  • Add new Alien Tree materials (Plasma Crystal, Crystalized Obsidian)
  • Adjust robot tech tree to include medium/large modules
  • Fix wrong default names/icons for alien/bug factions
  • Remove invalid AI Core recipes
  • Fix duplicate sound on non-slot explorables
  • Fix missing item production data in Re-Simulator
  • Add recipe production for Multimodal AI Center
  • Add recipe link to signal register for Mothership and Explorer repairs


Thanks for sticking with us, testing our wild ideas and helping shape Desynced into what it is today!

If you’re enjoying the game, please consider leaving a Steam review! It really helps more players discover it. And if you want to chat, share feedback or show off your base, we’d love to see you in our Desynced Discord and the Forklift Interactive Discord.

Systemically yours,
Forklift Interactive Crew


[hr][/hr]
Forklift just launched the game you might like:
https://store.steampowered.com/app/2472770/Automate_It_Factory_Puzzle

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]