This update is packed with changes and improvements, setting the stage for what's to come. Keep in mind that Experimental builds are a work in progress - features are actively being developed, haven't been fully tested, and might still have issues or change over time. Make sure to back up your saves before switching (Options -> System -> Open Save Folder) to avoid any surprises.
Testing out new features and sharing your feedback helps shape the game’s future. Whether you're diving in for 10 minutes or exploring every detail, your contribution matters. Let’s make Desynced even better together!
Additions
- New story mission that follows the Human story
- New Humanity tech tree with playable human buildings
- Multi-building blueprints, multi-building copy & paste
- Some new Virus technology
- Show amounts of ingredients needed for a production component in an Explorable
- Show Explorable production and repair item in the mouse-over hover info panel
- Long hold the health bar and right-click context menu option to deconstruct units from there directly
- Show human research logs in the Codex
- Add unlock search box to tech tree, clicking on requirement will search for it, also show starter technologies
- Add search text box to build menu
- Add animation of "talking head" popup collapsing and storing itself into codex signifying a popup can be read there afterwards
Changes
- Make units upgraded in the Re-simulator keep their components and inventory
- Updated many secondary missions to clarify text
- Added distinguishing graphics for some items
- Show mission step text also at the bottom of the talking head popup during missions
- Increased laterite spawn rates
- Improved human tanks health and damage
- Upgrade to AI Explorer now requires yellow cubes instead of blue
- Added a new generic large size Re-simulator component which replaces the existing race specific ones
- Removed unintuitive blight crystal recipe from Re-simulator
- Remove separators for components with non-storage type item slots from the inventory bars with multiple units selected
- Instead of defaulting to infinite for any produced items and 1 for components, default to 1 for anything that has a stack size of 1 (which includes all components but also Resimulator Cores)
- Don't start "Human Evolution" mission until vital story parts have been revealed through research
- Make cured glitch bots spawn their base if none exists instead endlessly roaming around
- Give ravagers virus protection instead of the cure
- Add internal socket to shuttle bots
- Blend post effect priorities over time to avoid sudden change in brightness of the entire screen
- Make the Codex view scroll to the bottom when opening it after clicking away a mission related popup
- Close an open Explorable UI when using the "Deploy" button on a Deployer component
- Immediately show "Deploy" button of the AI Research Center on the Human Explorer when connecting it to the Research Lab
- Drop unnecessary or excessive items passed to repair mission targets
- Recategorize and reorder codex entries
- Natural phase flowers disappear now after several triggers
- Add description to all radar filter values
- Make radar filters Robot/Bug/Human/Alien/Anomaly match any unit for a given race not just explorables
- Change radar filters 'emergency' (slightly damaged) and 'broken' (heavily damaged) to work on non-owned units (match what 'damaged' (not full health) already does)
- Performance improvements on radar functionality which in large numbers can cause game slowdowns
- Make 'Switch' behavior instruction return no match instead of checking against self if something that isn't an entity is passed as unit filter (this now matches the behavior of the 'Match' instruction and others that have an argument that defaults to Self)
- Show alien faction in Faction tab if they are set to enemy
Fixes
- Fixed graphical issues at coordinates many tiles away from 0,0 (game should now correctly work at extremely large coordinates)
- Fixed misaligned line sometimes showing in the Explorable window
- Make Intel Scanner automatically start scanning once power comes online if it got set a target while out of power
- Don’t show unlocking of integrated components in the tech tree (they are still unlocked to become selectable values in behaviors)
- Anomaly event jumps camera if you have the anomaly unit selected (also returning)
- Fix Intel Scanner effect not always facing the target
- Fixed units like the Human Explorer to not be shown blurred while standing still
- Fix mission entry not showing "More Information" in the progress window
- Fix tutorial glow box sometimes repeating the appearing animation
- Improve drawing of register lines by making the line ending arrow triangles fit exactly and not being one pixel off
- Fix for blight charger effect scaling
- Fixed faction color on Defense Block
- Close an open console view on the Explorable UI when pressing buttons that don't open their own console
- Fix for drones sometimes not fulfilling an order when there is a high priority source somewhere in the base
- Fix particles components not getting cleaned up (and duplicating) on replay-restart and mod dev hot-reload
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The main aim of the experimental branch is for the bravest and most inquisitive among you to get a first-hand experience of the latest game changes and share your impressions with us.
Additionally, you can share your experiences within the community.
How to activate the experimental branch:
Right-click on Desynced in your Steam library
Properties => Betas => Beta Participation => Experimental_UE5 Branch
Please note that if you want to return to the regular version of the game, you'll need to switch back to 'None' in this menu.
https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/