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Desynced News

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/

Regular Update

Experimental_UE5 0.1.13491

Fixes:
  • Fix unused parameters to a subrouting incorrected reading/writing
  • Don't show incorrect values in behavior editor when viewing in a sub-routine
  • Fixed Items incorrectly dropped on the ground when upgrading
  • Fix for blight magnifier running when not placed on the map
  • Fix for melee turret effect causing lua errors
  • Fix stepping inside subroutines while editing the main behavior


https://store.steampowered.com/news/app/1450900/view/6780818423215874402?l=english
https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/