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Desynced News

Regular Update (experimental)

[h3]Experimental_UE5 0.1.14105[/h3]

Additions

  • Added Advanced Miner Drone to human tech tree
  • Added cancel button to unit upgrader
  • Allow upgrading of flying units but only with other flying units


Fixes

  • Fixes for large re-simulation components (were not working correctly, did not show stability and recipe display)
  • In the "Ingredient Requirement" view of the item tooltip (shown while holding down Alt), prefer to list components seen in the players tech tree (for example to avoid Human Factory showing over Robotics Assembler)
  • Fix weapons that hit multiple targets (blast/beam/pulse) not being able to damage manually targeted resource nodes, construction sites, walls, gates, dropped items and foundations
  • Make weapons that hit multiple targets (blast/beam/pulse) also damage enemy walls and gates besides just regular units
  • Fix weapons with damage-over-time effect (i.e. Plasma Turret) causing a script error when targeting things like dropped items or resource nodes
  • Fix various unit status effects (viral slowdown, bitlock weapon, drain turret, virus jamming, virus possessor, power flower, phase flower) not affecting certain units (i.e. Runner bots)

Regular Update

Huge thanks to everyone who tested this on the Experimental branch! We couldn’t have done it without you. Now, we’re moving all those updates to the main game.

Here’s what’s new and what’s been fixed in this patch – enjoy!

[h3]Additions:[/h3]

  • Added SetNum and MaxRange radar filters
  • Enable using My Blueprints directly in Build menu
  • Always keep same folder structure when copying between My and Faction library
  • Added L socket re-simulator components
  • Added drone/garage options to Count Slots instruction



[h3]Fixes:[/h3]

  • Updated hit points for unbalanced bugs
  • Recipes changes buildings with boosts
  • Updated AI Base and delay spawning of missions
  • Make bug holes appear on the minimap
  • Fixed bug which made one part of the simulation only update as many factions as there are worker threads.
  • Changed recipe for ai behavior component and removed unlocking of ai_core
  • Fixed shield worm recharge
  • Show socket size boost to tooltip
  • Make a bot with "Only Item Transporters" checked not take on any orders that require it to move to reach the source or target of the order
  • Make a bot act like a building in regard to the STORE register (and issue orders instead of delivering by itself) if 'Connect to Logistics Network' is ON, 'Deliver Items' is OFF and 'Transport Route' is OFF
  • Turn off logistics network if player turns on transport route via frameview button
  • When upgrading the behavior library for the combat update, a behavior with subroutines could cause the upgrade process to fail if inside one of the subroutines a "Place Construction" or "Produce Unit" instruction exists
  • Fix beam type weapon shooting at maximum range towards a unit larger than 1x1 aiming off and not causing damage
  • Fix beam weapons not damaging a manually targeted non-enemy unit at close range
  • Calculate damage reduction per hit enemy for weapons that hit multiple targets (blast/beam/pulse)


https://store.steampowered.com/news/app/1450900/view/4655124378724882868
https://store.steampowered.com/news/app/1450900/view/4701285005742787108

Regular Update (experimental)

[h3]Experimental_UE5 0.1.14084[/h3]

Fixes:
  • When upgrading the behavior library for the combat update, a behavior with subroutines could cause the upgrade process to fail if inside one of the subroutines a "Place Construction" or "Produce Unit" instruction exists
  • Fix beam type weapon shooting at maximum range towards a unit larger than 1x1 aiming off and not causing damage


https://store.steampowered.com/news/app/1450900/view/4538031421716804223
https://store.steampowered.com/news/app/1450900/view/4701285639978640796

Poznan Game Arena Showcases in Poland, October 25-27!

We’re excited to announce that we’ll be at Poznan Game Arena in Poland from October 25 to 27 with Desynced! You can find us at Hall 7, Booth 38, 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 immerse yourself in the amazing gaming atmosphere. We can’t wait to meet you and share what we’ve been up to.

See you there at PGA 2024!

Regular Update (experimental)

[h3]Experimental_UE5 0.1.14075[/h3]

Fixes:
  • Updated hit points for unbalanced bugs
  • Recipes changes buildings with boosts
  • Updated AI Base and delay spawning of missions
  • Make bug holes appear on the minimap
  • Fixed bug which made one part of the simulation only update as many factions as there are worker threads.
  • Changed recipe for ai behavior component and removed unlocking of ai_core
  • Fixed shield worm recharge
  • Show socket size boost to tooltip
  • Make a bot with "Only Item Transporters" checked not take on any orders that require it to move to reach the source or target of the order
  • Make a bot act like a building in regard to the STORE register (and issue orders instead of delivering by itself) if 'Connect to Logistics Network' is ON, 'Deliver Items' is OFF and 'Transport Route' is OFF
  • Turn off logistics network if player turns on transport route via frameview button


Additions:
  • Added SetNum and MaxRange radar filters
  • Enable using My Blueprints directly in Build menu
  • Always keep same folder structure when copying between My and Faction library
  • Added L socket re-simulator components
  • Added drone/garage options to Count Slots instruction


https://store.steampowered.com/news/app/1450900/view/4701285639978640796?l=english