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Desynced News

Regular Update (experimental)

[h2]Experimental_UE5 0.1.16930[/h2][h2]Landscape Generation[/h2]
  • [p]Adjust landscape generation to create more ramps onto the plateau[/p]
[p]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][h3]Additions[/h3]
  • [p]Add Resolution Scaling setting to video options[/p]
  • [p]Add Memory Viewer tool to behavior editor to show the current content of memory arrays[/p]
  • [p]Add shield recharging effect to Melee Pulse Attack and Pulse Disruptor Attack weapon components[/p]
  • [p]Added talking head to opening up tech tree the first time[/p]
  • [p]Added sample and explain text to Wait Component[/p]
  • [p]Add System Index button to game screen (next to resource bar at the top)[/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]
[h3]Changes[/h3]
  • [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]Enabled new mothership repair recipes for repeated repairs[/p]
  • [p]Exclude hacked explorable buildings from 'Solved' radar filter[/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]Removed some small constant light sources on buildings (3x2 sized) and components (weapons, refineries)[/p]
  • [p]Renamed Loop Components behavior instruction to Loop Equipped Components[/p]
  • [p]Changed Mortako to spawn at higher player technology levels[/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]Change how the Particle Forge works[/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]Rename "Bot" category to "Unit" (the category is used in the register selection popup and shown in the unit tooltip)[/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][/p][h3]Fixes[/h3]
  • [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 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]Blueprint Editor: Fix copy/paste and Ctrl+mouse-drag from a blueprint parameter reference[/p]
  • [p]Fix radar filtering for NOT 'Walls'[/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]Improve performance of check for finishing a construction site blocking off access to other construction sites[/p]
  • [p]Fix "Sharpness" slider always being shown even when NIS/DLSS is disabled[/p]
  • [p]Fix "Get Unit Power Info" behavior instruction to not always use self[/p]
  • [p]Only dock into something when the range specified in the Goto register is 1 or less (avoid long distance warp)[/p]
  • [p]Add a mip-bias to foundation base material to prevent low quality rendering sometimes[/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]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]Prevent Virus Destabilizer from shutting down human explorables and fix component effect possibly getting stuck[/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]Fix system index showing the list less wide after searching for something without an item selected[/p]
[h3]Modding[/h3]
  • [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][/p]
[p]Reminder that Experimental is exactly that, back up your saves![/p][hr][/hr][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p]

📡 System Log: End of Year Report

[h2]📡 System Log: End of Year Report[/h2][p][/p][p]Status: Stable. Spirits: Surprisingly High.[/p][p][/p][p]Hello, Operator.[/p][p][/p][p]Year-end diagnostics complete. Conclusion: this system would not be functional without you.[/p][p]Throughout the year, you’ve deployed drones, rewritten behaviors, optimized logistics, broken things in creative ways, fixed them again, and then shared the results with everyone else. You left reviews, filled Discord threads, uploaded blueprints, exchanged Behavior scripts, and generally pushed Desynced far beyond what we originally planned.[/p][p]
ELAIN calls this “unexpected player ingenuity.” We call it the reason the game keeps getting better.[/p][h2]⚙️ Annual Summary[/h2][p]Over the past year, Desynced received 4 major updates and a steady stream of smaller improvements. Many of these changes came directly from your feedback, experiments, and very detailed explanations of why something “technically works, but feels wrong.”[/p][p]Some of you went very deep. Edge cases. Hyper-optimized layouts. Automation chains that feel one step away from sentience.[/p][p]Your impact on the game is hard to overstate, and we are incredibly thankful for the time and energy you’ve put into it.[/p][h2]🛣️ Next Objective: Version 1.0[/h2][p]Current progress indicates that we’re approaching the final phase of Early Access. The roadmap makes it clear: we’re on the home stretch.[/p][p]Version 1.0 is no longer a distant concept. It’s something we’re actively building toward, and we’re excited to reach it together with this community.[/p][p]This doesn’t mean we’re slowing down. We’re fully committed to continuing to improve Desynced beyond version 1.0, supported by an exceptional amount of valuable community feedback. Your feedback has already helped shape the game into a much smoother experience and will continue to guide its future.[/p][p][/p][h2]📬 Maintain Connection[/h2][p]To continue receiving system updates:[/p]
  • [p]Add Desynced to your wishlist[/p]
  • [p]Join the Discord to share builds, scripts, ideas, and questions[/p]
  • [p]Stay tuned as we move closer to 1.0[/p]
[h2]❄️ Scheduled Downtime[/h2][p]Notice: the development team will enter low-power mode for two weeks. This is a planned pause to recharge, recalibrate, and prevent developer overheating. Normal operations will resume the week of January 5th.[/p][p]Until then, please enjoy the holidays, take care of yourselves, and remember: There is no such thing as “just one more small optimization.”[/p][p]Happy Holidays, Operator.
[/p][p] — The Desynced Team[/p][p][/p][p][/p][p]P.S. And a reminder that we have an official Christmas mod available ;)[/p][p][dynamiclink][/dynamiclink][/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][p]
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Regular Update (experimental)

[h2]Experimental_UE5 0.1.16838[/h2][h3]Additions[/h3]
  • [p]Added the final set of robot technologies to the tech tree (WIP)[/p]
[h3]Changes[/h3]
  • [p]Make Codex search also search through mission texts[/p]
  • [p]Improve Codex search to search in style formatted text[/p]
  • [p]Allow loop producer items instruction to work with mining recipes and extractors[/p]
[h3]Fixes[/h3]
  • [p]Fix being unable to add a "Call" node to a behavior[/p]
  • [p]Fix loading and saving screen to not show the names of save games as localized text[/p]
[h3]Modding[/h3]
  • [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]
[hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.16820[/h2][h3]Additions[/h3]
  • [p]Add blueprint parameterization feature[/p]
  • [p]Add visual feedback to node changes in behavior editor[/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]Add tooltips to faction trust buttons (Ally, Neutral, Enemy)[/p]
  • [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]Added Loop Producer Items behavior instruction[/p]
  • [p]Added Loop Unlocked Components behavior instruction[/p]
[h3]Changes[/h3]
  • [p]Codex, tutorial and text updates[/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]Make pressing Escape abort a build cursor (placing a new construction site) first before opening the in-game menu[/p]
  • [p]Unstealth objects healed by repair components[/p]
  • [p]Force undock when repair components are docked and try to repair[/p]
  • [p]Increased melee pulse damage[/p]
  • [p]Added mothership repaired milestone[/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]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]
[h3]Fixes[/h3]
  • [p]Properly display tutorial steps in codex[/p]
  • [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]Turrets will properly move into visibility range towards known targets when turret range is larger than visibility range[/p]
  • [p]Fix set logistics instruction correctly settings unchecked values[/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]Fix Lua error getting logged when trying to paste a construction site in the Tower Defense scenario[/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]
[h3]Modding[/h3]
  • [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]
[hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.16723[/h2][h3]Additions[/h3]
  • [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 button to remove old submissions from the feedback list[/p]
  • [p]Added clickable links in codex (to other codex entries)[/p]
  • [p]Added new alien reforming tech[/p]
  • [p]Added Get Offset and Move Offset instructions (and deprecated directional move instructions)[/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[/p]
[p][/p][h3]Changes[/h3]
  • [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 Behavior Templates[/p]
  • [p]Updated Load Game interface to show secondary buttons smaller and updated Save Game interface to remove some buttons[/p]
  • [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]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]Changed Cancel Orders button to not clear recurring orders[/p]
  • [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]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]Improve behavior editor to show custom node UIs while inserting/pasting/ctrl-dragging new nodes[/p]
  • [p]Reduced bug silica drops[/p]
  • [p]Adjusted construction recipes and foundation speeds[/p]
  • [p]Blight power now requires blight gas[/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][/p][h3]Fixes[/h3]
  • [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 for line artifacts shown in blight areas on the minimap[/p]
  • [p]Fix hovering the mouse over a deployment site to automatically show the progress bar once the deployment process starts[/p]
  • [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 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 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 "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 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][/p][h3]Modding[/h3]
  • [p]Allow mods to overwrite/extend Action, Delay and Chat listener functions by calling [c]org = Listener:Unbind("Name")[/c] to unbind and receive the original function then binding it again with [c]function Listener.Name(...)[/c][/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][/p][hr][/hr][p][dynamiclink][/dynamiclink][/p][p][/p]