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Desynced News

Regular Update (experimental)

[h2]Experimental_UE5 0.1.16242[/h2][p][/p][h3]Additions[/h3]
  • [p]Optionally allow requesting items on a specific logistics channel (supports both Request Item button on unit user interface and Request Item behavior instructions)[/p]
  • [p]Added map variation options to new game and updated some current options to sliders[/p]
  • [p]Added option to disable bug creep in hostile mode[/p]
  • [p]On construction sites, also show power button and logistics network options (to customize channels and set only item transporter/flying)[/p]
  • [p]Show the component progress circle in the link editor[/p]
  • [p]New instruction Wait Component that will pause execution of behavior until another component has finished working[/p]
  • [p]Added "Up to amount/specific amount" option to Request Item instruction (Similar to Request Wait)[/p]
  • [p]Added power list sorting button to faction view[/p]
  • [p]Added unit type filtering to turret[/p]
  • [p]Added bug type frames to register selection[/p]
  • [p]Added all picked up items to register selection[/p]
  • [p]Added plants and resources to default unit types in register selection[/p]
  • [p]Added new foundation sets and put them in tech tree[/p]
  • [p]Added support for coordinates in memory set and get instructions[/p]
[p][/p][h3]Changes[/h3]
  • [p]Make flyers also do orders from dropped item (anywhere in the world) to construction site (anywhere in the world), so it'll fulfill relocation requests anywhere[/p]
  • [p]In behavior editor, change undo/redo keyboard bindings from just Z/Y presses to CTRL+Z/CTRL+Y to avoid issues where these keys are used for scrolling (for example on AZERTY keyboard layout)[/p]
  • [p]Added proper entity number for final talking head[/p]
  • [p]Removed Flyer packages[/p]
  • [p]Added description for flyer usage[/p]
  • [p]Changed "Add Integrated Behavior" to "Set Integrated Behavior"[/p]
  • [p]Allow setting reg remotely to units that are adjacent (autobase can still set it in the same logistics network)[/p]
  • [p]Bitlock still affects units with virus protection, but not cure[/p]
  • [p]Slow down virus spread[/p]
  • [p]Show modified damage and dps based on overclock boost[/p]
  • [p]Added category for resource nodes, walls, foundations, bugs[/p]
  • [p]Added new bug icons[/p]
  • [p]Allow force attack for buildings[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Add extra buffer spawn in behavior UI for comments when using auto-layout[/p]
  • [p]Clarify in the first blight talking head that automated bots can still enter the blight but that you will not have direct control over them[/p]
  • [p]Don't show "The game encountered a problem the last time it was run" on development builds running headless (was already disabled on dedicated server)[/p]
  • [p]Properly use the crystal node for the ai base event[/p]
  • [p]Trigger larva from further away so they don’t just stand there and get shot[/p]
  • [p]Fix for GoTo Register not being reset by teleporting using Right Clicking on a teleporter[/p]
  • [p]Don’t infect units within range of a unit with a cure[/p]
  • [p]Fixed incorrect check for stuck bugs[/p]
  • [p]Detect movement goal inside a blocked off area of any size (abort path finding before evaluating large parts of the world)[/p]
  • [p]At end of path search, throw away data not used anymore (avoid bloating save files)[/p]
  • [p]Remember that path search finished and avoid a somewhat complex loop every tick until a units movement ends[/p]
  • [p]Enable collisions on bugs missing them[/p]
  • [p]Fixed some instruction filters to allow inf/not[/p]
  • [p]Fix for radar resetting while it is working[/p]
  • [p]Don’t set turret register on right click if filter is set[/p]
  • [p]Fix for missions not showing destroyed mission text[/p]
[hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.16088[/h2][h3]Fixes[/h3]
  • [p]Fix for broken Advanced Refinery recipe[/p]
[p][/p][h2]Experimental_UE5 0.1.16090[/h2][h3]Changes[/h3]
  • [p]Allow selection of resources[/p]
[h3]Fixes[/h3]
  • [p]Fix for aggressive bug evolution rarely spawning large hives[/p]
[h3]Modding[/h3]
  • [p]Add ability for a mod to validate data definitions after loading with package:validate_data (only run in mod dev mode)[/p]
[p][/p][h2]Experimental_UE5 0.1.16148[/h2][h3]Additions[/h3]
  • [p]Added stability in sidebar and tooltip descriptions[/p]
  • [p]Added new bugs[/p]
  • [p]Add Individual resource textures[/p]
  • [p]Enable ctrl+drag in the unit/blueprint editor to copy a component[/p]
  • [p]Support dragging between components, registers and item slots in the unit/blueprint editor to copy values, similar to the regular unit interface[/p]
  • [p]Support copy and paste with C and V keys on item slots in the unit/blueprint editor to copy values, similar to the regular unit interface[/p]
  • [p]Add option in behavior selection menu of an Integrated Behavior Controller to remove it[/p]
[p][/p][h3]Changes[/h3]
  • [p]Changed virus cure back to assembler (from advanced assembler) for early game usage[/p]
  • [p]Set metal plates back to take 2 metal bars, increased metal and crystal rich nodes to compensate for recent recipe changes[/p]
  • [p]Moved some virus/blight components back to assembler[/p]
  • [p]Moved some virus components into advanced assembler[/p]
  • [p]A range of adjustments to weapons (damage, move/fire)[/p]
  • [p]Don't take over an order from a carrier which is in another logistics grid (it might be a carrier that has temporarily left the grid for example due to use of a Unit Teleporter)[/p]
  • [p]Changed beam weapons to have degraded damage the more it hits[/p]
  • [p]Make beam weapons hit more tiles when shooting in non-cardinal direction (before two tiles on the hit line could be diagonally apart leaving a gap for a diagonally moving enemy)[/p]
  • [p]Tech tree adjustments[/p]
  • [p]Flyers don't take orders unless docked in a Landing Pad (similar to drones)[/p]
  • [p]Flyers will do any order with a fixed source where either source or target (but not both) is in the Flyers power grid[/p]
  • [p]Flyers will do any construction/relocation orders targeting outside its own power grid sourcing items from inside its own power grid[/p]
  • [p]Rename flying unit which docks into a "Flyer" item slot from "Shuttle Bot" to "Flyer"[/p]
  • [p]Rename flying units which dock into a "Garage" item slot from "Flyer Bot"/"Human Flyer" to "Shuttle Bot"/"Human Shuttle"[/p]
  • [p]Rename technology "Shuttles" to "Flyers" to match the unit renaming[/p]
[h3]Fixes[/h3]
  • [p]Fix right-clicking on something in the world only applying to the very first equipped component,[/p]
  • [p]Fixes for aggressive bug[/p]
  • [p]Fix "Request Wait" instruction causing lines to following instructions to be colored like a loop body in the behavior editor[/p]
  • [p]Don't hide Bit Set by default for checkbit instruction[/p]
  • [p]Allow dragging of "Is Empty", "Get Season" and "Is Day/Night" behavior nodes between two other nodes[/p]
  • [p]Make ingredient list in production selection wrap if there are more than 6 ingredients (for complex bot blueprints with many components)[/p]
  • [p]Hide inaccessible menu button and construction site options from the user interface when viewing allied units[/p]
  • [p]Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same fixed source order (this was previously fixed but only for dynamically sourced orders)[/p]
  • [p]When having both link editor and docked unit display enabled, show both views on the left side of the screen instead of just one of them[/p]
  • [p]Fix for bugs turning on the spot repeatedly[/p]
  • [p]Fix for bugs using Trilobyte attack definition instead of their own[/p]
[h3]Modding[/h3]
  • [p]Add support for Lua callback string tags (with one tag implemented, gets replaced with the current map seed)[/p]
[p][/p][h2]Experimental_UE5 0.1.16152[/h2][h3]Changes[/h3]
  • [p]Robot hive added back into advanced assembler[/p]
  • [p]Weapon damage adjustments[/p]
  • [p]Reduced defense block to 5 reinforced plates and added %50 efficiency boost[/p]
[h3]Fixes[/h3]
  • [p]Fix for beam weapon not hitting specific target if not an enemy[/p]
  • [p]Fix for placing relocation outside of power grid after flyers have been unlocked[/p]
[p][/p][h2]Experimental_UE5 0.1.16155[/h2][h3]Changes[/h3]
  • [p]Added duration parameter to Notify instruction[/p]
  • [p]Give bitlock an area of effect but don't affect units with virus protection/cure[/p]
  • [p]Added Virus protection to hives[/p]
  • [p]Added limits on the amount of bug evolution[/p]
[h3]Fixes[/h3]
  • [p]Fix bug for overly spawning large hives near each other[/p]
  • [p]Fix for how bugs react to path_blocked and viruses[/p]
  • [p]Extra protections for old saves with lots of hives/bugs[/p]
[hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.16086[/h2][p][/p][h3]Additions[/h3]
  • [p]New instruction: "Loop Repair Ingredients", allow access to all ingredient requirements (For example, the "Repair The mothership" mission)[/p]
  • [p]Support negating a radar filter (not supported by filters with number input "Set Number" and "Max Range")[/p]
  • [p]Support "Max Range" filter on the filters of the Units tab in the Control Center (use range from faction home)[/p]
  • [p]Added Alien hybrid component equivalents to many Alien buildings[/p]
  • [p]Added new world event[/p]
  • [p]Added bitwise op and check bit behavior instructions[/p]
  • [p]Added "Set Logistics" behavior instruction[/p]
  • [p]Added new Advanced Assembler component and moved some mid/late game recipes to it[/p]
  • [p]Added blight crystal power[/p]
  • [p]Add Large Power Field component to human hybrid tech tree[/p]
[p][/p][h3]Changes[/h3]
  • [p]Allow selection of only positive numbers on behavior arguments for slot or component index[/p]
  • [p]Allow selection of only tech definitions on behavior arguments for a tech definition[/p]
  • [p]Allow properly specifying a value input for the first input of math instructions[/p]
  • [p]Refactored Aggressive Mode (WIP)[/p]
    • [p]Based off bug hive locations instead of spawning randomly[/p]
    • [p]Evolution and spreading of bug hives[/p]
    • [p]Changes to bug behaviors[/p]
  • [p]Changed how the virus affects units[/p]
  • [p]Allow components to be selected as filters in the Units tab of the Control Center to show all units equipped with a specific component[/p]
  • [p]Renamed some booster components for clarity: "Efficiency" to "Overclock", "Speed Module" to "Movement Speed Module"[/p]
  • [p]Updated Resimulator core icon[/p]
  • [p]Adjusted foundation materials to stop blooming[/p]
  • [p]Adjustments to weapons, buildings and bug[/p]
    • [p]standard turret line becomes move and fire[/p]
    • [p]pulse weapons bonus vs air x1.5[/p]
    • [p]beam weapons penalty vs air x0.5[/p]
    • [p]increase in some building health[/p]
    • [p]bug health and damage adjustments[/p]
  • [p]While using "Change Frame" in the Unit Editor, if storage inventory slots increase while the original frame had fixed slots, auto fix the new slots. (Useful for upgrading Storage Blocks)[/p]
  • [p]Added components as ingredients to many component recipes[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fix "Right-Click to open menu" text in tooltip not showing for resource nodes and dropped items[/p]
  • [p]Fix component registers in blueprints showing wrong names/icons when swapping components[/p]
  • [p]Fix blueprints involving a mix of integrated and regular components having unrelated links sometimes disappear when removing components[/p]
  • [p]Fix blueprint preview not updating when switching a socket from "Laser Mining Tool" to "Miner"[/p]
  • [p]Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same order (and never actually fulfilling it)[/p]
  • [p]Calculate a large network of unit teleporters over multiple game ticks to avoid the game slowing down if a unit teleporter is equipped on a moving bot[/p]
  • [p]Fixed animation on crystal power components[/p]
  • [p]Fix for bugs getting stuck to stop pathsearching and find a home[/p]
  • [p]Fix game crash if a mod switches the faction of an entity not placed on the map[/p]
  • [p]Fix for trying to Edit a unit with no slots (such as walls and gates)[/p]
  • [p]Fix for being able to skip components on a construction site[/p]
  • [p]Fix for large tree event spawning when you spawn[/p]
  • [p]Fix for tech tree logging a Lua error when trying to render lines that are off screen[/p]
  • [p]On a building, the "Can Serve Construction" option now appears on the "Logistic Settings" menu if an Item Transporting component has been equipped.[/p]
  • [p]Fix automatically assigned order source reserve becoming stuck if afterwards manually specifying a source (by dragging an item)[/p]
  • [p]Fix calculation of "Movement Speed Increase" stat of foundation tooltip[/p]
  • [p]Fix for "Building does not have an Item Transporter equipped" message appearing by mistake[/p][p][/p]
[p] As with all experimental releases there may be bugs or work in progress so use with caution![/p][hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Regular Update

[h3]Additions,[/h3]
  • [p]Behavior instruction "Launch" now works when executed on the mothership to eject a Drop Pod to the planet,[/p]
  • [p]In the menu when right-clicking a writable register that contains a unit reference or coordinate show which hotkeys perform the actions,[/p]
  • [p]For key binding texts show only the first assigned key (so the tutorial says "using the A/D and S/W keys" instead of "using the D/Right/A/Left and W/Up/S/Down keys"),[/p]
[h3]Changes,[/h3]
  • [p]Disallow use of Integrated Behaviors on the Mothership,[/p]
  • [p]Disable safe mode being offered when running the dedicated server of the game,[/p]
  • [p]Show "Right-Click to open menu" instead of "Right-Click to clear value" when hovering over a register containing a unit reference,[/p]
  • [p]Switch default rendering API from DirectX 12 to DirectX 11 and add video option to switch it back (11 has lower hardware requirements and same visual fidelity),[/p]
[h3]Fixes,[/h3]
  • [p]Add support for Goto register queue into blueprints (enables copy/pasting, relocation and Deployer component usage of units with more than 1 Goto value set),[/p]
  • [p]Make behavior instruction "Loop Nearby Resources" return metalore and crystal only when there is an actual amount, don't always iterate them even with 0.,[/p]
  • [p]Fix game crash when there is a connection error when trying to submit feedback,[/p]
  • [p]Make dragging a component onto a register set the component as the value again (and not a unit reference to the unit holding the component)[/p]
  • [p]Fix register selection not showing the yellow outline of the currently active selection when the selection is on the "Unit Types" or "Information" tab,[/p]
  • [p]Fix radar or filter behavior instructions specifying opposing filters (i.e. Construction+DroppedItem or Owned+Enemy) matching everything instead of nothing [/p]
[hr][/hr][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15951[/h2][h3]Additions[/h3]
  • [p]Behavior instruction "Launch" now works when executed on the mothership to eject a Drop Pod to the planet[/p]
  • [p]In the menu when right-clicking a writable register that contains a unit reference or coordinate show which hotkeys perform the actions[/p]
  • [p]For key binding texts show only the first assigned key (so the tutorial says "using the A/D and S/W keys" instead of "using the D/Right/A/Left and W/Up/S/Down keys")[/p]
[h3]Changes[/h3]
  • [p]Disallow use of Integrated Behaviors on the Mothership[/p]
  • [p]Disable safe mode being offered when running the dedicated server of the game[/p]
  • [p]Show "Right-Click to open menu" instead of "Right-Click to clear value" when hovering over a register containing a unit reference[/p]
  • [p]Switch default rendering API from DirectX 12 to DirectX 11 and add video option to switch it back (11 has lower hardware requirements and same visual fidelity)[/p]
[h3]Fixes[/h3]
  • [p]Add support for Goto register queue into blueprints (enables copy/pasting, relocation and Deployer component usage of units with more than 1 Goto value set)[/p]
  • [p]Make behavior instruction "Loop Nearby Resources" return metalore and crystal only when there is an actual amount, don't always iterate them even with 0.[/p]
  • [p]Fix game crash when there is a connection error when trying to submit feedback[/p]
  • [p]Make dragging a component onto a register set the component as the value again (and not a unit reference to the unit holding the component)[/p]
[hr][/hr][p][dynamiclink][/dynamiclink][/p][p][/p]