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Desynced News

🚀 Desynced 1.0 is Out Now!

Hello, Operator!
[p][/p][p]It has been a long journey. DESYNCED first launched into Early Access in August 2023, and since then the game has grown tremendously thanks to your feedback. Over the past few years we have been constantly improving systems, adding new features, expanding the world, and refining the experience together with the community.[/p][p][/p]
🚀 Today we are very happy to finally release Desynced 1.0!
[p][/p][p]This is a major milestone for the team. It marks the point where the game has reached a level of gameplay and content we feel confident sharing with a wider audience.[/p][p]At the same time, 1.0 is not the end of development. We are continuing to work on new missions, additional world content, UX and QoL improvements, and further refinements to core systems such as behaviors. Many of these ideas are already in planning. We will also share a new roadmap after 1.0, so stay tuned.[/p][p][/p][h2]🌟Please support us by leaving a Review🌟[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p][h2]⚠️ Desynced has changed a lot since its EA launch ⚠️[/h2][p][/p][p]If the last time you played was two years ago, do not expect the exact same game. Many systems have evolved, new mechanics were added, balance has changed, and the overall experience has been refined across multiple major updates.[/p][p]Starting a fresh save and rediscovering the game from the beginning is the best way to experience everything that has been added.[/p][p]🔽 Below you will find the complete list of everything included in this update 🔽[/p][p][/p]
📡 Desynced 1.0 Patch Notes
[p][/p][h3]✨ Steam Achievements and Steam Trading Cards[/h3][p]We’ve added full Steam Achievements support plus Steam Trading Cards, so you can earn badges, emoticons, and wallpapers while showing off your progress.[/p][p]
[/p][p]*Steam Achievements are already available. Trading Cards, badges, emoticons, and profile backgrounds are currently pending approval from Steam, so they may appear with a small delay but should become available soon™.[/p][p][/p][h3]✨ New Game Plus Feature[/h3][p]After finishing the story, you unlock the ability to start a fresh run from a different perspective, changing how you approach the world from the very start.[/p][p][/p][h3]✨ Replay Improvements[/h3][p]The game now remembers the state of the game when it or an active mod was last updated. This "snapshot" state will be used as the starting point for playing back a replay to prevent the replay playback from going out of sync. There is now a menu button while saving which allows for replay data and snapshot data to be removed from the save. It also allows replay recording to be re-started at any point.[/p][p][/p][h3]✨ Language Support Update[/h3][p]For various reasons we had to remove official support for Polish, Czech and Portuguese for the 1.0 release. However, we were not happy with removing them completely, so these languages are still available unofficially in-game.[/p][p]Much of the text remains human translated, and the languages can still be selected in the game. They are simply no longer listed as officially supported on the Steam store page.[/p][p][/p][p][/p]
  • [p]Rewritten translations for the languages German, Spanish, Japanese, Korean, Russian, Chinese (Simplified) and Chinese (Traditional)[/p]
  • [p]Replace "View Distance" drop down with a slider (with an increased highest setting)[/p]
  • [p]Add "Shadow Distance" slider to separately control how far shadows are rendered[/p]
  • [p]Add shortcut group rows (allow up to 10 rows of 10 groups each), can be selected with ALT+1 to ALT+0 or switched up/down with ALT+Up/Down[/p]
  • [p]Add faction setting how destroyed buildings should be replaced (replace with paused construction (default), replace with active construction, don't replace)[/p]
  • [p]Add option for limiting the framerate while the game is in the background with default set to 15 FPS[/p]
  • [p]Add an option to show "Only Item Transporters" on the overlay state icons[/p]
  • [p]Added animation when adding/removing to the Store or Goto register queue[/p]
  • [p]Allow alien units to override Human scannable explorables with Crystalized Obsidian[/p]
  • [p]Added a notification display to the main menu showing if there have been developer replies to a feedback submission[/p]
  • [p]Added landing effect to returning satellite[/p]
  • [p]Add a register to the satellite to have it move itself to a different AMAC/Spaceport[/p]
  • [p]Added animation to working Assembler component[/p]
  • [p]Allow extra actions such as deployment on multi-select view if there is only one of the component[/p]
  • [p]Tooltip for a component's remaining work time on progress circle in unit interface[/p]
  • [p]Added rally point register to Alien Formation Crucible[/p]
[p][/p][p][/p]
  • [p]Switching game version number from 0.1 to 1.0[/p]
  • [p]Allow something outside of any power grid to be relocated into a power grid[/p]
  • [p]Change "Known Recipe" information box of Re-Simulator Core and Resource Converter components to use a popup opened via button so the mouse can hover over ingredients and products[/p]
  • [p]Remove package items, AMAC and Spaceport can now produce satellites directly (similar to drones/flyers)[/p]
  • [p]Remove limitation that sending items to shared storage from a source with "Only Item Transporters" set requiring either the sender or the recipient to have the item transporter equipped[/p]
  • [p]Make "Reset Camera" (default bound to End key) not also move the camera to home like "Set Camera Home" (default bound to Home key) does[/p]
  • [p]Ignore objects blocking the view when placing a construction site so it is easier to place behind buildings/units[/p]
  • [p]Skip spawning of an explorable if the chosen location is close to the home of a newly spawned faction[/p]
  • [p]Long-Range Radar and Radar Array components don't auto scan anymore[/p]
  • [p]Pass percentage of damage on from a construction/deployment site to the finished building[/p]
  • [p]Pass percentage of damage on when upgrading a unit in the Re-Simulator[/p]
  • [p]Remove "Cancel All Orders" button as it shouldn't be necessary anymore[/p]
  • [p]Switch empty locked item slot to the same item when dragging another slot into it[/p]
  • [p]Make "Loop Research" instruction process techs sorted by tech tree depth[/p]
  • [p]Only render one shield effects on a unit with multiple shield components[/p]
  • [p]Damage to a unit with the virus will do high damage to any equipped shield components[/p]
  • [p]Change duration of Deployer component construction from 6 seconds (same as lander deployment) to 2 seconds (same as relocation)[/p]
  • [p]Change duration of unit and building upgrade which isn't changing the base type to 2 seconds (same as relocation)[/p]
  • [p]Change duration of unit upgrade which is changing the base type from fixed 20 seconds to the production duration of the unit[/p]
  • [p]Change unidentified mission minimap pin icon from a question mark to a signal emitting from a center point[/p]
  • [p]Prevent bugs which lost their spawn home from chasing the player forever[/p]
  • [p]Make enemy loot drops not happen if there is already a lot of loot on the ground (in a 7x7 area around the drop location).[/p]
  • [p]Allow skipping components on a construction site even if some were already delivered[/p]
  • [p]Sort list of faction registers by their radio band[/p]
  • [p]Show top 3 stats in tooltip instead of just 2[/p]
  • [p]Reordered stats so more relevant ones are at the top[/p]
  • [p]Use the turret with the highest range when doing an attack move (not just the first)[/p]
  • [p]Make construction requirement list wrap onto multiple lines if there are more than 10 requirements (possible with relocation)[/p]
  • [p]Start human lander connected to the logistics network[/p]
  • [p]Show "Buildings cannot drop items directly" when trying to drop equipped component from building[/p]
  • [p]Show "Cannot transfer items to unsolved explorables" when trying to drop equipped component onto unsolved explorable[/p]
  • [p]Show "Cannot transfer items to resource nodes" when trying to drop equipped component onto resource node[/p]
  • [p]Show "No items available to transfer" when dragging an empty locked slot onto a non-player-owned target[/p]
  • [p]Require ally item transfers to have them be ally towards us, not us be ally towards them[/p]
  • [p]Make camera trapezoid shown on minimap reflect the actual view accommodated for view distance[/p]
  • [p]Display icons instead of vertical text in overlay settings to avoid looking weird in certain languages[/p]
  • [p]Make ELAIN Core and Broken HIGGS Core spawn the repair mission again[/p]
  • [p]Allow multi-select interface to request item of any slot type (i.e. gas)[/p]
  • [p]Updated credits[/p]
[p][/p]
  • [p]Drastically reduce re-pathing for bots bumping into other moving bots and instead have them wait[/p]
  • [p]When a construction site orders a unit to move off of it, prefer to have the unit move in the direction it is already facing (this will avoid 2 construction sites forever pushing a bot into each other)[/p]
  • [p]When a construction site orders a unit to move off of it, make sure it does not leave its power grid[/p]
  • [p]Improve many miners clustering around the same resource node[/p]
  • [p]When moving to a known blocked location, don't show the path-blocked icon until the unit comes to a halt[/p]
[p][/p]
  • [p]Add button to manually clear all memory arrays in the behavior editor[/p]
  • [p]Add "Load Behavior" instruction which loads and runs a behavior on an external unit[/p]
  • [p]When loading a behavior which uses faction register into a behavior controller, automatically create any missing faction registers[/p]
  • [p]Allow F11 in behavior editor (fixed hotkey or switching fullscreen)[/p]
  • [p]In behavior editor, fix dragging a faction register (orange diamond) onto an output parameter failing with error "Output parameter cannot be set"[/p]
  • [p]Change behavior math instructions divide and modulo to round towards negative infinity[/p]
  • [p]Add more modes to the "Bitwise Op" behavior instruction (Compare Equal, Compare Larger, Compare Larger or Equal, Add, Subtract, Multiply, Divide, Modulo) to offer comparison and math functions which work on the full 32 integer bits of the input value (no special handling of INFINITE or NOT)[/p]
  • [p]Remove "Unpackage All" and "Package All" instructions (as there are no packages anymore)[/p]
  • [p]Fix "Compare Register" behavior instruction to not detect a difference when empty is compared against a value that used to contain a reference to a unit/building which since was destroyed[/p]
  • [p]Fix behavior parameter names being looked up in localization in the unit user interface and the blueprint editor (it was fine in the behavior editor)[/p]
  • [p]Added margin to behavior editor window so nodes don’t clip the border[/p]
  • [p]Fix for "Loop Research Ingredients" instruction if you pass something that is not a technology[/p]
  • [p]Adjusted camera position on behavior editor camera view[/p]
  • [p]Handle
[p][/p]
  • [p]Adjusted Viper Worm spawn rate
    Buffed Scyther health and gave it virus protection[/p]
  • [p]Added small electromag disruptor effect to the Malacostra[/p]
  • [p]Reduced Railgun damage but increase range[/p]
  • [p]Add support launchers to Human Infantry Mech[/p]
  • [p]Raised Large Tank Frame health[/p]
  • [p]Reduced cost of Pylon and added basic obsidian recipes to pylon[/p]
  • [p]Adjusting production times for Pylon and Reforming Pool to increase efficiency over Heart Shard[/p]
  • [p]Reduced cost of Alien Artifact and Research Artifact[/p]
  • [p]Reduced Shaped Obsidian recipe to 4 Obsidian Bricks[/p]
  • [p]Removed Alien Artifact from Pylon production[/p]
  • [p]Reduced cost of Alien Datakey[/p]
  • [p]Drastically increase visibility range of Observer[/p]
  • [p]Added more internal slots to mothership[/p]
  • [p]Reduced resource node amount requirement for Virus Duplicator from 400 to 200[/p]
  • [p]Increased rewards for early explorables[/p]
  • [p]Increased damage of mid-game weapon components[/p]
  • [p]Drop more Unstable Matter from Greelobyte[/p]
  • [p]Blight Power Nova starts disconnected from network[/p]
[p][/p]
  • [p]Drastically improved performance of path line drawings when there are many paths[/p]
  • [p]Don't show "View Unit/Building" button when right-clicking a register which references something that isn't placed on the map (i.e. Mothership)[/p]
  • [p]Fix rare crash if starting a game immediately after generating a new map preview[/p]
  • [p]Fix alien unit Core component (taking damage while in blight)[/p]
  • [p]Fix for Warp Bridge component not using correct passed length[/p]
  • [p]Fix register in unit interface not refreshing if it gets changed twice in the same tick (i.e. once by the user and once by a running behavior)[/p]
  • [p]Fix Logistics Settings menu not applying changes to everything when having a mixture of construction sites and regular units/buildings selected[/p]
  • [p]Fix parts of the map not getting generated when a player takes ownership of an explorable (with a large view range)[/p]
  • [p]Prevent recurring orders from being prioritized over non-recurring orders[/p]
  • [p]Make pressing middle mouse button on the minimap perform attack move[/p]
  • [p]Fix yellow warning icon not always appearing/disappearing on a register box (regression from version 0.1.17129)[/p]
  • [p]Fix shortcut bar error when having a shortcut to a wall[/p]
  • [p]Fixed Boost module component visual[/p]
  • [p]Consider orders older than 50 seconds only eligible for being taken over by another carrier every once in a while (50~100 seconds once every 3 seconds, 100~150 seconds once every 6 seconds, ...), this is to work around an order from a source that requires complex path finding never getting finished if bots keep taking over from each other[/p]
  • [p]Fix equipping a Visibility Module component cancelling all orders on the building/unit[/p]
  • [p]Fix for Alien History mission spawning bugs too many times[/p]
  • [p]Fix move commands getting ignored when issuing both a move command and a queue-move command while the game is paused[/p]
  • [p]Multi selection: Fix drag arrow out of register becoming stuck when dropping onto item slot of dropped item or explorable[/p]
  • [p]Prevent camera from sliding backwards when correcting the camera pitch while zooming out[/p]
[p]
[/p]
  • [p]If there is a ModDev suspend save (created by pressing CTRL+SHIFT+NUMPAD*), ignore it when also specifying a save file to load via command line arguments[/p]
[p][/p][hr][/hr][p][/p]
đź”§ Experimental Updates Now on Main
[p]The following improvements were previously available on the Experimental branch and are now part of the main game.[/p][p][/p][p][/p][h2]New Gameplay Features & Content[/h2]
  • [p]Added new alien reforming tech[/p]
  • [p]Add blueprint parameterization feature[/p]
  • [p]Add support for storing recurring orders in blueprints and copy/paste between units[/p]
  • [p]Add wall radar filter (includes gates)[/p]
  • [p]Added the final set of robot technologies to the tech tree (WIP)[/p]
  • [p]Add shield recharging effect to Melee Pulse Attack and Pulse Disruptor Attack weapon components[/p]
  • [p]Added new Warp Anchor component to Virus tech tree[/p]
  • [p]Added new Unstable Matter item which gets dropped when destroying/destabilizing human explorables[/p]
  • [p]New “Activate” instruction to replace launch and land and also works for other integrated components such as the admin console[/p]
  • [p]New Alien and Human base explorables[/p]
  • [p]Allow unlocking Greelobyte[/p]
  • [p]Add secondary production to Alien Heart Shard and Human Command HQ[/p]
  • [p]Add item production capability to Alien Plasma Bloom building[/p]
  • [p]Add satellite launching capabilities to Human Spaceport building with production of new, smaller satellite unit[/p]
  • [p]New high-level enemy "Viper Worm"[/p]
  • [p]Allow alien units to overtake alien explorables (by using an Energized Artifact)[/p]
[h2]Behavior Editor & Programming[/h2]
  • [p]Faction register feature managed via Faction tab in the Control Center (usable as global parameters in behaviors)[/p]
  • [p] Added an event system for behaviors, currently with 2 events "Parameter Event" and "Radio Event" (usable with faction registers) to to jump code when a value changes[/p]
  • [p] Welcome screen for the behavior editor, with interface explanation and updated templates. Shown the first time when opening a behavior and also accessible with the help button in the top right[/p]
  • [p] Added Sequence behavior instruction for code grouping[/p]
  • [p] Added more examples to the help box of various instructions[/p]
  • [p] Added Path Blocked connection pins to Move Unit, Pick Up Items and Drop Off Items instructions[/p]
  • [p] Added Get Offset and Move Offset instructions (and deprecated directional move instructions)[/p]
  • [p] Add visual feedback to node changes in behavior editor[/p]
  • [p] Added Loop Producer Items behavior instruction[/p]
  • [p] Added Loop Unlocked Components behavior instruction[/p]
  • [p] Add Memory Viewer tool to behavior editor to show the current content of memory arrays[/p]
  • [p] Added sample and explain text to Wait Component[/p]
  • [p] Added "Has Like Component" instruction to help find specific types of units[/p]
[h2]UI & Quality of Life[/h2]
  • [p]Added button to remove old submissions from the feedback list[/p]
  • [p]Added clickable links in codex (to other codex entries)[/p]
  • [p]Add deployment site user interface with "Pause" and "Cancel" options[/p]
  • [p]Center the new game map preview around the start location of the first player faction and also display its starter units[/p]
  • [p]Large amounts of Codex and Tutorial updates, added collapsible sections to some Codex pages Add tooltips to faction trust buttons (Ally, Neutral, Enemy)[/p]
  • [p]Add Resolution Scaling setting to video options[/p]
  • [p]Added talking head to opening up tech tree the first time[/p]
  • [p]Add System Index button to game screen (next to resource bar at the top)[/p]
  • [p]Add side-panel showing available key and mouse functions while placing construction sites or blueprints and while relocating[/p]
  • [p]Add "Duplicate" as an option to right-click context menu on buildings (shortcut for copy then paste)[/p]
  • [p]Show components and their settings while multiple units/buildings are selected (can be used to widely modify settings like production or as a means to filter the selection by left or right clicking on the component icon)[/p]
  • [p]Control Center: Add "Select All" buttons for everything in the Base tab and also for unit/building lists in the Items tab (Stored, Installed, Can be Produced by, etc.[/p]
[h2]Controls & Interaction Improvements[/h2]
  • [p]Make upgrading units/buildings while holding Ctrl and Shift just apply changed settings when possible instead of always doing the full upgrade[/p]
  • [p]Allow upgrading multiple units in one go by holding both Ctrl and Shift[/p]
  • [p]Add support for flipping/mirroring when constructing or relocating multiple buildings (using Ctrl+R or Ctrl+Shift+R)[/p]
  • [p]Add copy and paste of single buildings when editing a multi-blueprint[/p]
  • [p]Allow pressing C (copy) while hovering the mouse over the icon of the unit in the unit interface to copy a register reference to it[/p]
  • [p]Allow pressing C (copy) while hovering the mouse over a unit box in the multi-selection interface to copy a register reference to it[/p]
  • [p]Bring back copying of unit/building register references in the Base tab of the Control Center (got lost in the previous experimental update)[/p]
[h2]Audio[/h2]
  • [p]Added 2 new music tracks[/p]
[p][/p][p][/p][p][/p][h2]UI & Interface Changes[/h2]
  • [p]Automatically prompt for a name when opening up a new unnamed behavior[/p]
  • [p]Create new button for Scenarios on main menu which combines the old Challenges button and the scenario selection from the New Game screen[/p]
  • [p]Updated Load Game interface to show secondary buttons smaller and updated Save Game interface to remove some buttons[/p]
  • [p]In the behavior editor, swap the row with name/description and the row with registers/parameters so the name is at the top of the screen[/p]
  • [p]In tooltip, show always 2 stat lines and offer holding of shift to show everything only when really applicable[/p]
  • [p]In tooltip, don't include own faction boost in stats when looking at units of other factions[/p]
  • [p]Show items per minute in the production selection when amount is set to infinite[/p]
  • [p]Production times in tooltips viewed via the production selection popup now include component overclocking[/p]
  • [p]For tooltips not coming from a production component, still include the global overclocking boost in the production/build/uplink time if available[/p]
  • [p]For tooltips of buildings, show the build time with global overclocking boost if available[/p]
  • [p]For tooltips of bots, show production time in seconds instead of items per minute[/p]
  • [p]Set the 'Path Blocked' state icon on a unit that tried to move to a position where that and every surrounding tile was blocked[/p]
  • [p]Also show a yellow outline on read-only registers indicating the value is a reference to a unit[/p]
  • [p]Enable Enter and Esc keys to confirm/cancel dialog popups on the frontend[/p]
  • [p]Enable pressing enter while typing the name for a new save to confirm saving[/p]
  • [p]Enable pressing enter while typing the password to connect to server IP to initiate connection[/p]
  • [p]Remove second icon in "Last Copied" section of build menu because Ctrl+Click should be used to customize construction sites[/p]
  • [p]Show hint to select node for help in behavior editor and default to open[/p]
  • [p]Show confirmation "Are you sure you want to load this save game?" when loading a save while playing the game[/p]
  • [p]Make Codex search also search through mission texts[/p]
  • [p]Improve Codex search to search in style formatted text[/p]
  • [p]Assign a UI sort index order to every item, component, frame and value (everything has a fixed order now in production selection)[/p]
  • [p]Show confirmation "Are you sure you want to load this save game?" when replaying a save while playing the game[/p]
  • [p]Keep save selected and list filtered after renaming a save game[/p]
  • [p]Hide "DOF Strength" slider when "Depth Of Field" setting is disabled[/p]
  • [p]Make object selection more exact by always preferring what's under the mouse cursor even when there are multiple things in the same tile location[/p]
  • [p]Don't switch the focused object while not moving the mouse and something (i.e. a drone or flyer) moves in through where the cursor is[/p]
  • [p]Make clicking the register on the Intel Scanner and Hacking Tool components ask for selecting a target instead of bringing up the generic register selection[/p]
  • [p]Split "Move Unit" and "Move Camera" (default bound to right mouse button) as well as "Attack Move" and "Rotate Camera" (default bound to middle mouse button) into separate input bindings[/p]
  • [p]Rename "Bot" category to "Unit" (the category is used in the register selection popup and shown in the unit tooltip)[/p]
  • [p]Unify behavior of clicking on unit/building icons in the UI (right-click always moves camera, holding shift always toggles selection, regular click always selects)[/p]
  • [p]Open system index in center of screen from the UI button[/p]
[p][/p][h2]Behavior System & Programming Changes[/h2]
  • [p]Updated Behavior Templates[/p]
  • [p]Improve behavior editor to show custom node UIs while inserting/pasting/ctrl-dragging new nodes[/p]
  • [p]Allow loop producer items instruction to work with mining recipes and extractors[/p]
  • [p]Renamed Loop Components behavior instruction to Loop Equipped Components[/p]
  • [p]Deprecated "Get Ingredients" instruction, use "Loop Ingredients" instead[/p]
  • [p]Added unit argument to "Attack Move" and "Move Unit" behavior instructions to work with autobase and adjacent units[/p]
  • [p]Automatically refresh data shown in Memory Viewer popup of behavior editor[/p]
[p][/p][h2]Gameplay Mechanics[/h2]
  • [p]When deconstructing the Human Command HQ, drop a one-time-use Deployer component like when deconstructing the robot Command Center[/p]
  • [p]Upon destruction of a Deployer based deployment site drop a one-time-use Deployer component[/p]
  • [p]Remove the powerdown state for virus so people can actually finish research[/p]
  • [p]Changed Cancel Orders button to not clear recurring orders[/p]
  • [p]Enable recurring orders to have multiple deliveries active simultaneously[/p]
  • [p]Don't have a virus infection cause a unit to randomly cancel its ongoing operation[/p]
  • [p]Improve order assignment so a bot will take on more orders simultaneously from the same source (improves using Store targeting a bot and "Take All" on explorables)[/p]
  • [p]Prevent recurring orders from getting sourced from something which also has a recurring order for the same item[/p]
  • [p]When creating a recurring order and already one exists for the same item, just increase the amount instead of creating a separate order[/p]
  • [p]Change recurring requests to ignore reserved amounts to be consumed or taken out (i.e. don't bring in more items immediately while an amount still exists but is reserved to avoid using more slots than expected)[/p]
  • [p]When having a docked drone selected and right-clicking on a dropped item or explorable further away than the drone range, make the drone leave the garage without coming back instead of not being able to reach the destination due to being limited by its range[/p]
  • [p]Make Re-Simulator place upgraded drone type units next to the Re-Simulator instead of directly on top of it (where it can't be seen)[/p]
  • [p]Still shoot at other targets when there are no targets matching a type filter[/p]
  • [p]Build instruction now can only build in seen locations (like the player)[/p]
  • [p]Allow sending non storage slot type items from the mothership back to the surface[/p]
  • [p]Change recurring requests to ignore reserved amounts to be consumed or taken out (i.e. don't bring in more items immediately while an amount still exists but is reserved to avoid using more slots than expected)[/p]
  • [p]Prevent recurring orders from getting sourced from something which also has a recurring order for the same item[/p]
  • [p]When creating a recurring order and already one exists for the same item, just increase the amount instead of creating a separate order[/p]
[p][/p][h2]Balance Changes[/h2]
  • [p]Reduced bug silica drops[/p]
  • [p]Adjusted construction recipes and foundation speeds[/p]
  • [p]Blight power now requires blight gas[/p]
  • [p]Increased melee pulse damage[/p]
  • [p]Small performance tweaks for processing of components[/p]
  • [p]Increased construction times of most buildings[/p]
  • [p]Moved alien components from the Energetics tree to the Hybrid tree and reduced some of their effectiveness[/p]
  • [p]Increased production time on IC Chip, Optic Cable, Ultra Frames, Datacube and Research items[/p]
  • [p]Reduced effectiveness (increased production times) for component versions of alien buildings[/p]
  • [p]Make Obsidian Brick, Shaped Obsidian, Alien Artifacts and Energized Artifact producible in the alien Heart Shard[/p]
  • [p]Move Multi-frame unlock from "Advanced Hybridization" tech to "Anomaly Transformation"[/p]
  • [p]Increase damage for Pulse disrupter and Viral pulse to bring in line with recent change to Melee pulse[/p]
  • [p]Change particle forge and fusion reactor to be robot technology[/p]
  • [p]Nerfed human power plants[/p]
  • [p]Tweaked player level requirement for Mortako bug spawns[/p]
  • [p]Adjusted early virus recipes so it's not so hard to get protection from the virus[/p]
  • [p]Add bitlock effect to attacks from a Greelobyte bug[/p]
  • [p]Reduced distance bugs attack in aggressive mode[/p]
  • [p]Reduced missile launcher range to 16[/p]
  • [p]Increased human rocket launcher range to 20[/p]
  • [p]Re-arranged some unlocks of later technology research[/p]
  • [p]Increased stability values[/p]
  • [p]Adjusted uplink effect[/p]
  • [p]Changed hacking range to 1 so you cant hack over walls[/p]
  • [p]Changed gigakaiju attack pattern[/p]
  • [p]Changed how Anomaly Particles spawn when mining Blight Crystal[/p]
  • [p]Adjusted alien power field transfer range[/p]
  • [p]Changed Hacking Tool component to reduce range (avoid hacking over walls) and increase difficulty of hacking strong enemy types[/p]
  • [p]Increase drain rate of Fusion Reactor[/p]
  • [p]Reverted hack range back to 2 but increased duration[/p]
  • [p]Adjusted alien units[/p]
  • [p]Minor tweaks to recipes of things unlocked via the human research tech tree[/p]
[p][/p][h2]Content & Technology Changes[/h2]
  • [p]Changed Datakey items to Research category[/p]
  • [p]Rename "Building 1x1 (L)" to "Building 1x1 (1L)" to match naming of other buildings[/p]
  • [p]Change description of Robot Factory from "A fixed component" to "An integrated component"[/p]
  • [p]In the tech tree, show a warning if an ingredient of one tech has yet to be unlocked via another tech[/p]
  • [p]In the tech tree, prevent queueing up a tech that won't be available even if everything else in the queue finishes research[/p]
  • [p]Terminology renaming for consistency (unit for moving things, building for non-moving things)[/p]
  • [p]Rename "Blight Extraction" to "Blight Gas"[/p]
  • [p]Rename behavior instruction "Is Locked" to "Is Item Slot Locked"[/p]
  • [p]Renamed Item Slot "Fixing" to "Locking"[/p]
  • [p]Updated Categories on some Foundations, Sentinel Tower and Drill Spike[/p]
  • [p]Rename "Small Intel Scanner" to just "Intel Scanner" as there are no size variants of that component[/p]
  • [p]Changed map setting label from "Peaceful Mode" to "Hostility Level" to make more sense[/p]
  • [p]Add uplink rate to component tooltip[/p]
  • [p]Removed generated voice lines[/p]
  • [p]Added another story dialogue when unlocking gateway tech[/p]
  • [p]In the "Anomaly Base" mission, allow skipping of step 6 if a Virus Simulation Core is already equipped[/p]
[p][/p][h2]Alien & Faction Changes[/h2]
  • [p]Make alien buildings and units only request and consume Blight Plasma while outside the blight[/p]
  • [p]Alien unit changes: Show integrated Alien Core component and make it store up to 5000 power[/p]
  • [p]Alien unit changes: Move power requirements from unit/building base to integrated components[/p]
  • [p]Alien unit changes: Make Alien Core request Blight Plasma when it needs to heal or not at 100% efficiency (in addition to doing that while outside the blight)[/p]
  • [p]Alien unit changes: Make Drill Spike unit get affected by Power Flower and Phase Flower[/p]
  • [p]Make alien explorables not take damage over time even when out of power (unless hacked)[/p]
  • [p]Set alien power generator to be a bot not a building[/p]
  • [p]Alien power core generates power whenever its in the blight[/p]
  • [p]Fix for alien core not kicking in when aliens have battery[/p]
  • [p]fixed alien rewards for alien explorables to not give robot items[/p]
  • [p]Nova power generator consumes plasma crystal now[/p]
  • [p]More changes to alien frames reduces power to 0 when idling[/p]
  • [p]Updated effects for alien buildings to use the correct effect[/p]
  • [p]Removed power consumption from integrated item transporters on alien buildings[/p]
[p][/p][h2]Enemy & World Changes[/h2]
  • [p]Changed Mortako to spawn at higher player technology levels[/p]
  • [p]Set bugs and anomaly factions as enemies to each other (doesn't apply to existing saves)[/p]
  • [p]Better defended bug hives, fix spawning if the hive dies early, increased Malacostra hp/dmg/spawn chance[/p]
  • [p]Malacostra will also rage (speed up) when taking damage[/p]
[p][/p][h2]Visual & Environment Changes[/h2]
  • [p]Removed some small constant light sources on buildings (3x2 sized) and components (weapons, refineries)[/p]
  • [p]Unstealth objects healed by repair components[/p]
  • [p]Force undock when repair components are docked and try to repair[/p]
[p][/p][h2]Misc[/h2]
  • [p]Codex, tutorial and text updates[/p]
  • [p]Make pressing Escape abort a build cursor (placing a new construction site) first before opening the in-game menu[/p]
  • [p]Fix for overload display on Re-Simulator[/p]
  • [p]Adjusted dropping of Unstable Matter[/p]
  • [p]Remove "ue5" tag from game version string shown in-game[/p]
  • [p]Removed "Passive Bugs" cheat button from options (as players can now change the Difficulty setting via the in-game menu)[/p]
[p][/p][p][/p][h2]Behavior System & Programming Fixes[/h2]
  • [p]Avoid behavior editor moving nodes around unexpectedly or creating new connections at program end points when deleting or disconnecting nodes in a complex behavior[/p]
  • [p]Fix behavior editor incorrectly failing with "Cannot create connection which leaves the loop" when connecting "Done" to a previous node[/p]
  • [p]Fix copy/pasting of call behavior nodes not copying its argument values[/p]
  • [p]Refresh behavior call node when the name of the sub-behavior or the name of a parameter changes[/p]
  • [p]Fix drag selection in behavior editor not working when ending the selection on top of a drop-down combobox UI element[/p]
  • [p]Fix editing a unit running a recursive behavior wrongfully showing a "Add Blueprint to Library" popup[/p]
  • [p]Fix copy/pasting a building with recursion asking to import items which already exist in the library[/p]
  • [p]Fix upgrading a unit with an integrated behavior controller equipped to a different frame making an upgrade construction site that never finishes (waiting for an integrated behavior controller to be delivered)[/p]
  • [p]Fix unit upgrade/blueprint editor to not warn about losing an integrated behavior controller when changing frame[/p]
  • [p]Fix customizing unit before construction (with Ctrl+click placement) or production (with Unit Editor button) losing references to library items (behaviors and blueprints)[/p]
  • [p]Fix multi-blueprint name not showing on 'Place Construction' behavior instruction node[/p]
  • [p]Fix managing recurring requests in the blueprint editor not working when there is an integrated component/behavior[/p]
  • [p]Fix Link Editor not showing links when running a behavior that uses a 'Parameter Event' node[/p]
  • [p]Keep behavior parameter selected on 'Parameter Event' node when re-ordering parameters[/p]
  • [p]Fix behavior events not interrupting while the behavior is waiting (i.e. due to 'Wait Ticks')[/p]
  • [p]Fix being unable to add a "Call" node to a behavior[/p]
  • [p]Fix building a blueprint or upgrading a unit/building with a behavior then not having events work[/p]
  • [p]Fix copying parameterized blueprints between library and favorites[/p]
  • [p]Fix logging Lua error and event components getting stuck when modifying a behavior using events running somewhere[/p]
  • [p]Fix "Clear All Links" instruction preventing behavior events from working[/p]
[h2]
UI & Interface Fixes[/h2]
  • [p]Fix hovering the mouse over a deployment site to automatically show the progress bar once the deployment process starts[/p]
  • [p]Properly display tutorial steps in codex[/p]
  • [p]Fix "Sharpness" slider always being shown even when NIS/DLSS is disabled[/p]
  • [p]Fix system index showing the list less wide after searching for something without an item selected[/p]
  • [p]Fix dragging an area of construction sites sometimes not showing all construction previews[/p]
  • [p]Fix milestone popup if multiple milestone levels are reached quickly (i.e. building a lot of buildings)[/p]
  • [p]Fix value selection of base register with multiple units/buildings selected not allowing input of negative numbers[/p]
  • [p]Fix band selection of "Radio Event" behavior node not allowing input of negative numbers[/p]
  • [p]Fix a menu popup not opening when it's opened via a key press while editing the unit name in the same frame as clicking outside of the unit name text box[/p]
  • [p]Fix in-game "Server Settings" menu showing "Do you want to apply the modified settings?" after pressing "Apply"[/p]
  • [p]Fix Human non-player faction showing without localization in the Faction tab of the Control Center[/p]
  • [p]Fixed default alien explorable icon[/p]
[p][/p][h2]Gameplay & Mechanics Fixes[/h2]
  • [p]Fix destruction of Command Center deployment site to place the Command Center bot on the map again[/p]
  • [p]Fix Deployer component to disallow setting the deployment target to a cliff tile were deployment then doesn't work in the end[/p]
  • [p]Fix "Solve Explorable" instruction leaving an explorable in a broken state if at the very last moment an order or another behavior takes out the required item[/p]
  • [p]Fix set logistics instruction correctly settings unchecked values[/p]
  • [p]Turrets will properly move into visibility range towards known targets when turret range is larger than visibility range[/p]
  • [p]Fix recurring request to actually respect the set limit instead of ordering as much as is available and as much as fits in one go[/p]
  • [p]Prevent order state corruption when assigning a recurring request and the internal order list has no free slot[/p]
  • [p]Only dock into something when the range specified in the Goto register is 1 or less (avoid long distance warp)[/p]
  • [p]Support drones moving into a new garage further away than drone range without needing to undock the drone first[/p]
  • [p]Fix the "Move Unit" instruction to move to a coordinate exactly and not next to it[/p]
  • [p]Prevent Virus Destabilizer from shutting down human explorables and fix component effect possibly getting stuck[/p]
  • [p]Fix constructing a single foundation tile spawning 8 more foundations around it[/p]
  • [p]Fix Virus Destabilizer component being able to destroy the Space Elevator[/p]
  • [p]Fix leaving orders in invalid state, with potential for a game crash afterwards, when loading an old save with recurring orders which were in the process of getting delivered[/p]
  • [p]Let mothership progress in the case of broken item data[/p]
  • [p]Fix base deployment (on Command Center bot) possibly creating an invalid deployment site (over blocking structures)[/p]
  • [p]Prevent creating a construction site for a bot by pressing copy/paste while having a building and a bot selected[/p]
  • [p]Prevent "Edit" showing in menu for relocation site which, when used, would break the relocation process[/p]
  • [p]Remove some inconsistencies with copy/paste inside the game, from outside the game, or via the library (now always allow walls and always disallow foundations)[/p]
  • [p]Fix relocation losing components and stored cubes on a re-simulator running a behavior controller[/p]
  • [p]Fix relocating something running a behavior using events having internal event components duplicated[/p]
  • [p]Fix leaving orders in invalid state, with potential for a game crash afterwards, when loading an old save with recurring orders which were in the process of getting delivered[/p]
  • [p]Fix manually assigning a new source of an order by dragging items onto the target (fixes nothing happening when dragging from another dropped item onto a construction site)[/p]
  • [p]Fix teleporting to a random location or crashing the game when a Unit Teleporter has its target register linked from another register instead of set directly[/p]
  • [p]Fix blueprints which had an Integrated Behavior Controller added and then the frame changed (in an older version of the game) not being able to get produced/constructed or exported/imported[/p]
  • [p]Fix right-click > Edit on a building which is producing a unit blueprint potentially causing production to not work anymore[/p]
  • [p]Fix right-click > Duplicate on a relocation site which uses behaviors or blueprints not working[/p]
  • [p]Fix "Place Construction" behavior instruction which stopped working without specifying a coordinate (regression introduced in the previous experimental patch)[/p]
  • [p]Fix right-click to customize a building not working in build menu until something is added to the library[/p]
  • [p]Fix right-click > Edit not working on construction sites which have been placed due to destruction of a building which was running a behavior[/p]
  • [p]Fix 2 or more construction sites inside a fully enclosed blocking area (buildings or cliffs) refusing to complete (wrongfully assuming finishing would block off bot access)[/p]
  • [p]Fix "Can Produce" behavior instruction unexpectedly stopping a behavior when input a non-producible item (or unit reference/value/coordinate/empty)[/p]
  • [p]Fix right-clicking on a building of the randomly spawning alien base allowing a player to take out items as if it's an explorable[/p]
  • [p]Bring back power usage of "Runner" which was removed by accident in the previous experimental patch[/p]
  • [p]Make hacking tool used on an explorable clear out special internal explorable components (effects, puzzles)[/p]
[p][/p][h2]Visual & Graphics Fixes[/h2]
  • [p]Fix for line artifacts shown in blight areas on the minimap[/p]
  • [p]Add a mip-bias to foundation base material to prevent low quality rendering sometimes[/p]
  • [p]Fix drones changing their orientation having them move inside the tile they are in[/p]
  • [p]Fix selection cursor, item throw effect and visual register overlay being shown with wrong offset on drones[/p]
  • [p]Fix invalid draw offsets on floating bugs (Wasp, Mothika) to correctly position selection cursor, item throwing, visual register overlay and particle effects (i.e. weapon effects or shields)[/p]
  • [p]Added fx socket to human factory[/p]
  • [p]Fix for “Overloaded” display on Re-Simulator[/p]
  • [p]Swapped socket positions on 2M buildings to be more consistent with other buildings[/p]
  • [p]Fixed visibility visual on shield effect[/p]
  • [p]Added missing scalability to some particle effects[/p]
  • [p]Fix Alien Worker to show overlays (i.e. state icons or health bars) in the correct location[/p]
  • [p]Fixed 2M building positioning of components so order in UI matches order shown on building itself[/p]
[p][/p][h2]Performance Improvements[/h2]
  • [p]Improve performance of check for finishing a construction site blocking off access to other construction sites[/p]
  • [p]Performance improvement to order assignment process most noticeably in large bases by performing more parts of it asynchronously via multiple threads[/p]
  • [p]Performance improvements to visibility and fog of war handling (should improve performance of all kinds of small and large bases, both single and multiplayer)[/p]
  • [p]Performance improvements of UI system (faster widget spawning and de-spawning, most noticeable in Base tab of Control Center)[/p]
  • [p]Don't spawn path line visualization when the path is off-screen to improve performance with many units selected[/p]
  • [p]Greatly improved performance of calculating power grids during simulation update[/p]
  • [p]Improved performance of checking if non-visible areas (chunks) became visible during rendering (slight FPS increase)[/p][p][/p]
[h2]Stability & Crash Fixes[/h2]
  • [p]Fix Lua error when hovering over map settings on challenge scenarios[/p]
  • [p]Fix Lua error getting logged when opening an explorable which requires scanning[/p]
  • [p]Fix Lua error getting logged when trying to paste a construction site in the Tower Defense scenario[/p]
  • [p]Fix game crash when a bot has requested a component while its inventory is full and on the way to pick up said component the building which has the component in the inventory is turned off[/p]
  • [p]Fix crash when an item that is requested via a recurring order gets dragged manually onto the target[/p]
  • [p]Fix Lua error getting logged when a hacked Alien Explorable building is destroyed[/p]
  • [p]Fix game crash when dragging an item onto an explorable (regression introduced in the previous experimental patch)[/p]
  • [p]Fix crash of dedicated server when a player joins or leaves an alliance (regression introduced in last experimental patch)[/p]
  • [p]Prevent potential crash when loading old saves that had a very specific order state corruption due to a past bug regarding multi-carry orders[/p]
[p][/p][h2]Misc Fixes[/h2]
  • [p]Fix power tooltip and Control Center wrongfully showing power use without overclock during the first and last tick of a components work timer[/p]
  • [p]Fix components that temporarily generate power (i.e. Blight Power Generator) to not have their progress timer be reduced by overclocking[/p]
  • [p]Fix trigger channels on hybrid worker and alien worker units so they can be targeted by enemies[/p]
  • [p]Fixed time egg component power[/p]
  • [p]Center time egg component mesh[/p]
  • [p]Fix customizing a blueprint with dependencies selected via "Last Copied" section[/p]
  • [p]Make "Bitwise Op" behavior instruction ignore Infinity and NotEqual values[/p]
  • [p]Fixed Set Logistics behavior instruction to properly cause a change mark the behavior to be in modified state[/p]
  • [p]Change larva bug unit weapon component to show as "Integrated" not "Internal"[/p]
  • [p]Fix "Get Unit Power Info" behavior instruction to not always use self[/p]
  • [p]Fix inter-multi-blueprint unit/building references getting lost when modifying the number part of the register[/p]
  • [p]Fix drag-and-drop possibly getting stuck if dragging over a UI element that is removed in the same frame as the mouse button is released[/p]
  • [p]Fixes for mothership repair data[/p]
  • [p]Fixed explorables to not use a variable inside data table for tracking spawning[/p]
  • [p]Reverted change to bitwise op treating inf and not as special numbers from last patch[/p]
  • [p]Add the correct AutoBase controller to the AI Faction[/p]
  • [p]Show "running behaviors will be affected" information only when copying a behavior to Library but not when copying to Favorites[/p]
  • [p]Fix relocation of multiple buildings when the selection includes one or more hacked explorable buildings[/p]
  • [p]Fix resource duplicator not reducing resource amount by cost (broke in last experimental patch)[/p]
  • [p]Fix minimap still showing parts from the old visibility after respawning on a game-over[/p]
  • [p]Fix "Tiles Discovered" milestone showing as completed already at the start of the game[/p]
  • [p]Fix visibility of movement of allied units not always refreshing rendering state of the fog-of-war[/p]
  • [p]Fix "Mine Metal Ore" milestone numbers[/p]
  • [p]Fix bot up-and-down bobbing and sun movement appearing jittery when playing beyond a few thousand in-game days (hit floating point accuracy limit in calculation)[/p]
[p][/p][h2]Modding[/h2]
  • [p]Allow mods to overwrite/extend Action, Delay and Chat listener functions by calling org = Listener:Unbind("Name") to unbind and receive the original function then binding it again with function Listener.Name(...)[/p]
  • [p]Disallow array style initializers for noise params (elevation_params, etc.) as done in some package:setup_scenario functions because it breaks code that accesses fields by name (frequency, scale, etc.)[/p]
  • [p]Make Lua API function component:RequestStateMove return if movement is needed but the entity is in path-blocked state after having tried the exact same movement request[/p]
  • [p]Fix a rare crash on Lua code hot reloading[/p]
  • [p]Add support for specifying a color attribute in rich text tags[/p]
  • [p]Support passing a style argument to a rich-text tag to prepend the displayed image with text of the name of the definition in the given style[/p]
  • [p]Add support for variable arguments on behavior instructions[/p]
  • [p]Change loading of mods with conflicting IDs to prefer the path with the newest modification date[/p]
  • [p]Change error on ID conflict during mod loading to be clear about which one is loaded and why[/p]
  • [p]Add Lua API function Tool.MatchLocalizedRichText to match strings in text potentially containing rich-text tags[/p]
  • [p]When running the game in mod development mode, log an error if a localized string has a hash collision with another one[/p]
  • [p]Lua API: Introduce new allocation-free function which gets multiple register fields in a single call: entity:GetRegisterData, component:GetRegisterData, register:GetData[/p]
  • [p]Lua API: New function which returns a register in Lua table form: register:GetTable[/p]
  • [p]Add parameter to control of the amount of random translations/height on visuals[/p]
  • [p]Make Shift+F7 reload not only textures and sounds but also GLB models from mods[/p]
[p][/p][h2]Landscape Generation[/h2]
  • [p]Adjust landscape generation to create more ramps onto the plateau. This can cause units and buildings located near the edge of the plateau (both on and off) to get moved when loading an old save.[/p]
[p][/p]
Thank you for being part of this journey!
[p]
Whether you're starting your very first colony or returning to rebuild everything from scratch, 1.0 is a great moment to dive back into Desynced![/p][p]Good luck out there, operator 🤖[/p][p][/p][p]Enjoy the game![/p][p][/p][p]— The Desynced Team[/p]

🚀 1.0 Release Date Announcement

🚀 We made it together!
Desynced launches into 1.0 on March 5
[p][/p][p]If you’ve been with us during Early Access, you already know how much Desynced has evolved.[/p][p]Since its Early Access debut in 2023, the game has grown through four Major content updates, countless quality-of-life improvements, and ongoing refinements shaped directly by community feedback. Players experimented with fully programmable units, pushed systems further than we imagined, and helped turn Desynced into something truly unique within automation and strategy games.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]📅 Today, we’re excited to share the next milestone:[/h2][p][/p][p]Desynced will officially leave Early Access and launch into version 1.0 on March 5, 2026.[/p][p]Reaching 1.0 is a huge step for both Stage Games and Forklift Interactive, but it doesn’t mean we’re slowing down. Development continues beyond launch, and your feedback will remain a core part of shaping the future of Desynced.[/p][p]Whether you’ve been optimizing drone fleets since day one or are waiting for the right moment to jump in, we’re incredibly grateful to have you with us on this journey.[/p][p][/p][p]See you there![/p][p][/p][p]— The Desynced Team[/p][hr][/hr][p]Looking for more?[/p][p]Check out the Forklift Interactive publisher page and follow it to see new games and updates as they arrive.[/p][p][dynamiclink][/dynamiclink] [/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.17201[/h2][h3]Additions[/h3]
  • [p]Added 2 new music tracks[/p]
  • [p]Control Center: Add "Select All" buttons for everything in the Base tab and also for unit/building lists in the Items tab (Stored, Installed, Can be Produced by, etc.)[/p]
  • [p]Allow pressing C (copy) while hovering the mouse over the icon of the unit in the unit interface to copy a register reference to it[/p]
  • [p]Allow pressing C (copy) while hovering the mouse over a unit box in the multi-selection interface to copy a register reference to it[/p]
  • [p]Bring back copying of unit/building register references in the Base tab of the Control Center (got lost in the previous experimental update)[/p]
  • [p]Allow alien units to overtake alien explorables (by using an Energized Artifact)[/p]
[p][/p][h3]Changes[/h3]
  • [p]Unify behavior of clicking on unit/building icons in the UI (right-click always moves camera, holding shift always toggles selection, regular click always selects)[/p]
  • [p]Removed "Passive Bugs" cheat button from options (as players can now change the Difficulty setting via the in-game menu)[/p]
  • [p]In the "Anomaly Base" mission, allow skipping of step 6 if a Virus Simulation Core is already equipped[/p]
  • [p]Open system index in center of screen from the UI button[/p]
  • [p]Set alien power generator to be a bot not a building[/p]
  • [p]Alien power core generates power whenever its in the blight[/p]
  • [p]Fix for alien core not kicking in when aliens have battery[/p]
  • [p]fixed alien rewards for alien explorables to not give robot items[/p]
  • [p]Nova power generator consumes plasma crystal now[/p]
  • [p]More changes to alien frames reduces power to 0 when idling[/p]
  • [p]Updated effects for alien buildings to use the correct effect[/p]
  • [p]Removed power consumption from integrated item transporters on alien buildings[/p]
  • [p]Set bugs and anomaly factions as enemies to each other (doesn't apply to existing saves)[/p]
  • [p]Minor tweaks to recipes of things unlocked via the human research tech tree[/p]
  • [p]Better defended bug hives, fix spawning if the hive dies early, increased Malacostra hp/dmg/spawn chance[/p]
  • [p]Malacostra will also rage (speed up) when taking damage[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Bring back power usage of "Runner" which was removed by accident in the previous experimental patch[/p]
  • [p]Greatly improved performance of calculating power grids during simulation update[/p]
  • [p]Fix bot up-and-down bobbing and sun movement appearing jittery when playing beyond a few thousand in-game days (hit floating point accuracy limit in calculation)[/p]
  • [p]Fix a menu popup not opening when it's opened via a key press while editing the unit name in the same frame as clicking outside of the unit name text box[/p]
  • [p]Fix in-game "Server Settings" menu showing "Do you want to apply the modified settings?" after pressing "Apply"[/p]
  • [p]Fix visibility of movement of allied units not always refreshing rendering state of the fog-of-war[/p]
  • [p]Improved performance of checking if non-visible areas (chunks) became visible during rendering (slight FPS increase)[/p]
  • [p]Fix "Mine Metal Ore" milestone numbers[/p]
  • [p]Prevent potential crash when loading old saves that had a very specific order state corruption due to a past bug regarding multi-carry orders[/p]
  • [p]Fixed default alien explorable icon[/p]
  • [p]Make hacking tool used on an explorable clear out special internal explorable components (effects, puzzles)[/p]
[p][/p][p]Reminder that Experimental is exactly that, back up your saves![/p][hr][/hr][p][dynamiclink][/dynamiclink][/p][p][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.17129[/h2][h3]Additions[/h3]
  • [p]Show components and their settings while multiple units/buildings are selected (can be used to widely modify settings like production or as a means to filter the selection by left or right clicking on the component icon)[/p]
  • [p]New high-level enemy "Viper Worm"[/p]
[h3]Changes[/h3]
  • [p]Reverted hack range back to 2 but increased duration[/p]
  • [p]Removed generated voice lines[/p]
  • [p]Alien unit changes: Show integrated Alien Core component and make it store up to 5000 power[/p]
  • [p]Alien unit changes: Move power requirements from unit/building base to integrated components[/p]
  • [p]Alien unit changes: Make Alien Core request Blight Plasma when it needs to heal or not at 100% efficiency (in addition to doing that while outside the blight)[/p]
  • [p]Alien unit changes: Make Drill Spike unit get affected by Power Flower and Phase Flower[/p]
  • [p]Make alien explorables not take damage over time even when out of power (unless hacked)[/p]
  • [p]Remove "ue5" tag from game version string shown in-game[/p]
[h3]Fixes[/h3]
  • [p]Fix 2 or more construction sites inside a fully enclosed blocking area (buildings or cliffs) refusing to complete (wrongfully assuming finishing would block off bot access)[/p]
  • [p]Fix "Can Produce" behavior instruction unexpectedly stopping a behavior when input a non-producible item (or unit reference/value/coordinate/empty)[/p]
  • [p]Fix crash of dedicated server when a player joins or leaves an alliance (regression introduced in last experimental patch)[/p]
  • [p]Performance improvements of UI system (faster widget spawning and de-spawning, most noticeable in Base tab of Control Center)[/p]
  • [p]Don't spawn path line visualization when the path is off-screen to improve performance with many units selected[/p]
  • [p]Fix minimap still showing parts from the old visibility after respawning on a game-over[/p]
  • [p]Fix "Tiles Discovered" milestone showing as completed already at the start of the game[/p]
  • [p]Fix Human non-player faction showing without localization in the Faction tab of the Control Center[/p]
  • [p]Fix right-clicking on a building of the randomly spawning alien base allowing a player to take out items as if it's an explorable[/p]
[p][/p][h2]Experimental_UE5 0.1.17101[/h2][h3]Additions[/h3]
  • [p]Add copy and paste of single buildings when editing a multi-blueprint[/p]
  • [p]Add satellite launching capabilities to Human Spaceport building with production of new, smaller satellite unit[/p]
  • [p]Make a weapon component do nothing if its target register is set to the information value "Shutdown" (can be set by Ctrl+Left Mouse Button on the turret register)[/p]
[h3]Changes[/h3]
  • [p]Make alien buildings and units only request and consume Blight Plasma while outside the blight[/p]
  • [p]Prevent unit settings copying (with C) and pasting (with V) while the mouse is over a UI window element[/p]
  • [p]Increase drain rate of Fusion Reactor[/p]
[h3]Fixes[/h3]
  • [p]Performance improvements to visibility and fog of war handling (should improve performance of all kinds of small and large bases, both single and multiplayer)[/p]
  • [p]Fix manually assigning a new source of an order by dragging items onto the target (fixes nothing happening when dragging from another dropped item onto a construction site)[/p]
  • [p]Fix teleporting to a random location or crashing the game when a Unit Teleporter has its target register linked from another register instead of set directly[/p]
  • [p]Fix blueprints which had an Integrated Behavior Controller added and then the frame changed (in an older version of the game) not being able to get produced/constructed or exported/imported[/p]
  • [p]Fix Lua error getting logged when a hacked Alien Explorable building is destroyed[/p]
  • [p]Fix right-click > Edit on a building which is producing a unit blueprint potentially causing production to not work anymore[/p]
  • [p]Fix right-click > Duplicate on a relocation site which uses behaviors or blueprints not working[/p]
  • [p]Fix "Place Construction" behavior instruction which stopped working without specifying a coordinate (regression introduced in the previous experimental patch)[/p]
  • [p]Fix tooltip of "Nexaspire Component" not working (regression introduced in the previous experimental patch)[/p]
  • [p]Fix game crash when dragging an item onto an explorable (regression introduced in the previous experimental patch)[/p]
  • [p]Fix right-click to customize a building not working in build menu until something is added to the library[/p]
  • [p]Fix right-click > Edit not working on construction sites which have been placed due to destruction of a building which was running a behavior[/p]
[p][/p][p]Reminder that Experimental is exactly that, back up your saves![/p][hr][/hr][p][dynamiclink][/dynamiclink][/p][p][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.17059[/h2][h3]Additions[/h3]
  • [p]Add support for flipping/mirroring when constructing or relocating multiple buildings (using Ctrl+R or Ctrl+Shift+R)[/p]
  • [p]Add side-panel showing available key and mouse functions while placing construction sites or blueprints and while relocating[/p]
  • [p]Add "Duplicate" as an option to right-click context menu on buildings (shortcut for copy then paste)[/p]
  • [p]Added "Has Like Component" instruction to help find specific types of units[/p]
  • [p]New “Activate” instruction to replace launch and land and also works for other integrated components such as the admin console[/p]
  • [p]New Alien and Human base explorables[/p]
  • [p]Allow unlocking Greelobyte[/p]
  • [p]Add secondary production to Alien Heart Shard and Human Command HQ[/p]
  • [p]Add item production capability to Alien Plasma Bloom building[/p]
[p][/p][h3]Changes[/h3]
  • [p]Improve order assignment so a bot will take on more orders simultaneously from the same source (improves using Store targeting a bot and "Take All" on explorables)[/p]
  • [p]Prevent recurring orders from getting sourced from something which also has a recurring order for the same item[/p]
  • [p]When creating a recurring order and already one exists for the same item, just increase the amount instead of creating a separate order[/p]
  • [p]Change recurring requests to ignore reserved amounts to be consumed or taken out (i.e. don't bring in more items immediately while an amount still exists but is reserved to avoid using more slots than expected)[/p]
  • [p]Rename "Small Intel Scanner" to just "Intel Scanner" as there are no size variants of that component[/p]
  • [p]Make clicking the register on the Intel Scanner and Hacking Tool components ask for selecting a target instead of bringing up the generic register selection[/p]
  • [p]Split "Move Unit" and "Move Camera" (default bound to right mouse button) as well as "Attack Move" and "Rotate Camera" (default bound to middle mouse button) into separate input bindings[/p]
  • [p]Changed map setting label from "Peaceful Mode" to "Hostility Level" to make more sense[/p]
  • [p]Add uplink rate to component tooltip[/p]
  • [p]Allow sending non storage slot type items from the mothership back to the surface[/p]
  • [p]Adjusted alien units[/p]
  • [p]Added unit argument to "Attack Move" and "Move Unit" behavior instructions to work with autobase and adjacent units[/p]
  • [p]Instead of selecting any hovering drone or moving unit in a tile the mouse is over (and being able to toggle through them by clicking multiple times), select the one that is shown closest to the mouse cursor[/p]
  • [p]Changed human "Auto Repair Module" component for bunker and transport to work like the AOE Repair Component instead of Repair Kit[/p]
  • [p]Reduced missile launcher range to 16[/p]
  • [p]Increased human rocket launcher range to 20[/p]
  • [p]Added another story dialogue when unlocking gateway tech[/p]
  • [p]Re-arranged some unlocks of later technology research[/p]
  • [p]Deprecated "Get Ingredients" instruction, use "Loop Ingredients" instead[/p]
  • [p]Increased stability values[/p]
  • [p]Updated some explorable rewards and freeplay events, removed signpost rewards[/p]
  • [p]Adjusted dropping of Unstable Matter[/p]
  • [p]Build instruction now can only build in seen locations (like the player)[/p]
  • [p]Still shoot at other targets when there are no targets matching a type filter[/p]
  • [p]Adjusted uplink effect[/p]
  • [p]Change recurring requests to ignore reserved amounts to be consumed or taken out (i.e. don't bring in more items immediately while an amount still exists but is reserved to avoid using more slots than expected)[/p]
  • [p]Prevent recurring orders from getting sourced from something which also has a recurring order for the same item[/p]
  • [p]When creating a recurring order and already one exists for the same item, just increase the amount instead of creating a separate order[/p]
  • [p]Changed hacking range to 1 so you cant hack over walls[/p]
  • [p]Changed gigakaiju attack pattern[/p]
  • [p]Added AOE healing component to Heart Shard[/p]
  • [p]Changed how Anomaly Particles spawn when mining Blight Crystal[/p]
  • [p]Adjusted alien power field transfer range[/p]
  • [p]Changed Hacking Tool component to reduce range (avoid hacking over walls) and increase difficulty of hacking strong enemy types[/p]
  • [p]Fix for overload display on Re-Simulator[/p]
  • [p]Automatically refresh data shown in Memory Viewer popup of behavior editor[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Performance improvement to order assignment process most noticeably in large bases by performing more parts of it asynchronously via multiple threads[/p]
  • [p]Fix constructing a single foundation tile spawning 8 more foundations around it[/p]
  • [p]Fix milestone popup if multiple milestone levels are reached quickly (i.e. building a lot of buildings)[/p]
  • [p]Fix dragging an area of construction sites sometimes not showing all construction previews[/p]
  • [p]Fix Virus Destabilizer component being able to destroy the Space Elevator[/p]
  • [p]Fix inter-multi-blueprint unit/building references getting lost when modifying the number part of the register[/p]
  • [p]Fix drag-and-drop possibly getting stuck if dragging over a UI element that is removed in the same frame as the mouse button is released[/p]
  • [p]Fixes for mothership repair data[/p]
  • [p]Let mothership progress in the case of broken item data[/p]
  • [p]Fix value selection of base register with multiple units/buildings selected not allowing input of negative numbers[/p]
  • [p]Fix band selection of "Radio Event" behavior node not allowing input of negative numbers[/p]
  • [p]Fix base deployment (on Command Center bot) possibly creating an invalid deployment site (over blocking structures)[/p]
  • [p]Prevent creating a construction site for a bot by pressing copy/paste while having a building and a bot selected[/p]
  • [p]Prevent "Edit" showing in menu for relocation site which, when used, would break the relocation process[/p]
  • [p]Remove some inconsistencies with copy/paste inside the game, from outside the game, or via the library (now always allow walls and always disallow foundations)[/p]
  • [p]Fix relocation losing components and stored cubes on a re-simulator running a behavior controller[/p]
  • [p]Fix relocating something running a behavior using events having internal event components duplicated[/p]
  • [p]Fixed explorables to not use a variable inside data table for tracking spawning[/p]
  • [p]Fix leaving orders in invalid state, with potential for a game crash afterwards, when loading an old save with recurring orders which were in the process of getting delivered[/p]
  • [p]Reverted change to bitwise op treating inf and not as special numbers from last patch[/p]
  • [p]Add the correct AutoBase controller to the AI Faction[/p]
  • [p]Added fx socket to human factory[/p]
  • [p]Fix "Clear All Links" instruction preventing behavior events from working[/p]
  • [p]fix for “Overloaded” display on Re-Simulator[/p]
  • [p]swapped socket positions on 2M buildings to be more consistent with other buildings[/p]
  • [p]Fixed visibility visual on shield effect[/p]
  • [p]Added missing scalability to some particle effects[/p]
  • [p]Show "running behaviors will be affected" information only when copying a behavior to Library but not when copying to Favorites[/p]
  • [p]Fix logging Lua error and event components getting stuck when modifying a behavior using events running somewhere[/p]
  • [p]Fix Alien Worker to show overlays (i.e. state icons or health bars) in the correct location[/p]
  • [p]Fixed 2M building positioning of components so order in UI matches order shown on building itself[/p]
  • [p]Fix relocation of multiple buildings when the selection includes one or more hacked explorable buildings[/p]
  • [p]Fix resource duplicator not reducing resource amount by cost (broke in last experimental patch)[/p]
[p][/p][h3]Modding[/h3]
  • [p]Make Shift+F7 reload not only textures and sounds but also GLB models from mods[/p][p][/p]
[p]Reminder that Experimental is exactly that, back up your saves![/p][hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]