Blight Update now live in Desynced!
This is our second major update in the roadmap since the game launched in Early Access—the first one this year, and there's still a lot more exciting stuff ahead. Truly, it's moments like these that remind us of our journey and the future we're building towards.
A massive shout-out to our community: your feedback, day in and day out, is what makes all of this possible. You've been with us every step of the way, helping to shape Desynced into what it is today. We're excited for you to dive into what we've been working on!
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https://store.steampowered.com/app/1450900/Desynced/
While exploring the Blight Areas, you'll come across a range of decorative elements that enhance the ambiance. A portion of these decorations are marked as Work In Progress (WIP), indicating that they are intended for interactive purposes in the future, though currently, they serve merely to beautify the environment. Nonetheless, a few are operational even now. Embark on an exploration journey to discover more.
The Aliens Research tree has been thoroughly revamped, making the initial tier now semi-accessible to players, thereby introducing fresh items into Desynced.
The Alien Portable Teleporter grants a single unit the ability to teleport across short ranges.
The Unit Teleporter is installed in each of the two buildings, allowing any number of bots to establish a route through these installations, thus reducing their travel distance.
The item is installed in an Internal socket and makes the bot almost invisible! Radars can detect it, but hey (let's keep it a secret) bugs usually don't have radars ;)
This mission will definitely be appreciated by players who closely follow the storyline development in the world of Desynced! It has many steps to complete and provides more information about what is happening. And of course, it adds something big and beautiful to the map!
Now all missions are marked on the map automatically, so you won't lose that cherished place where you met a new round of history!
Many of you have been waiting for this for a long time, and now it has finally happened! Gates can now be installed in Desynced. Takes navigation to a new level, successfully protecting against unwanted intrusion.
We have added News Widget to the main page of the game so that you don't miss the most important news related to the game!
- Add minimap pin to highlight locations of interest before missions have started
- Added is_working behavior instruction
- Added LookAt instruction
- Added power amounts to blight charger and blight power descriptions
- Added flowers recipe to refinery
- Added bot trigger to explorers
- New command line options for steam logging and desynced checks (-logsteam -autohash)
- Can Produce instruction Fix: added extra parameter to allow for checking when component not equipped
- Performance Optimizations for heavy lua actions (e.g., Map.FindClosestEntity)
- Add server options (Allow Faction Switching, Allow Unlocked Behaviors, Allow New Players Joining)
- Add ability to change server options in the in-game-menu
- Show notification for available but not yet started missions again after loading a save or joining multiplayer
- Blight Mission
- Extra spawns in the blight (WIP)
- New blight explorables
- Add validation to mod uploader tool to check if 'def.json' exists at the root level of the mod zip (to avoid users uploading a ZIP with a directory in it)
Performance Improvements
- Various performance improvements
- Optimisation to reduce RAM usage of the simulation by over 60%
UI Fixes
- Various UI fixes for server settings and game UI
- UI fixes
- Fix for minimap not being initialized properly and being stuck
- Always show docked units in frameview
- Don't show a tooltip box when the tooltip is an empty string
- Temporarily enable edge scrolling while drag & dropping something over the map or drag-selecting
- Clicking missions go directly to codex entry
Gameplay Fixes
- Fix for read_radio instruction for using entities and coordinates
- Bug fix for unequip_component
- Fix goal and mission popups to not appear during tutorial
- jumping to multiple units jump to first unit location, not the middle
- Make entity.MoveTo do nothing if there already is a move request to the same target area/entity
- Human Mission, removed the bug hole spawning alongside the broken buggy
- Human Mission, allow AI Research Center to be constructed
- Update to tutorial graphic for transport route
- Fixed blight converter converting crystals into blight crystals
- Make double clicking a node in the tech tree act like pressing the "Set Research" button
- Only spawn missions on player faction discoverers
- Mining Base mission: updated the tooltip telling the player more clearly to approach the building after killing all the bugs
- Allow Command Center deployment even when a storage component is equipped (might drop excessive items on the floor during deployment)
- When adding registers to a component definition automatically increases component registers when loading a save (but removing won't decrease the count!)
- Human_b, fixes to mission progression in case items were accumulated before the mission starts
- Enable teleport manual operation
Bug Fixes
- Small visual fixes with LODs
- Fixed simple collision of mark V bot
- Fix for game freeze when behavior sets parameter to extreme value
- Fixed changing visibility state (public, friends only, ...) while server is running
- Fix for bugs spawning in random places (like the middle of my base!)
- Added id check for order item so it doesn't log spam
- Fixed the texture of the damaged human explorer
- Fix for out-of-sync save state sending
- aibase lua error fix
- Fix bug introduced in previous update that made it so downloading the map state of the server was limited to a total of 15 seconds (instead of there being a 15 second timeout since receiving the last network packet)
- Fix for blight shielded units not being placed causing log spam
- Fixed inventory component scaling
- Removed datakey requirement from human research labs explorables
- Fixed get_health instruction to default to self if no entity was passed
- Explorable Rewards: spawn 16 slot storage in explorables instead of 8 slot storage
- Remove deployment site when Command Center bot is destroyed before being able to deploy
- When the activation attribute of a component definition changes automatically apply the new mode when loading a save
- Fix crash when a UI layout widget used as a popup has an attribute that needs a parent (dock/fill/halign/valign/z)
- When setting a UI widget attribute like child_padding to nil after having set it to a value, revert back to 0
- Allow redeployer grabbing objects with no component slots
- Remove pathblocked when specifically calling Cancel in lua
- Fix for "Play From Here" replay function
- Fix construction cursor rotation not remembering the previous rotation and the rotation being always off by 1
- Fix for portable teleport component when target coordinate is out of range
- Loop ingredients fix to properly Go to "Done", when recipe cannot loop the ingredients
Optimization
- Enabled distance field generation on engineer
Visual and Audio Fixes
- Adjusted visual water level
- Fixed refraction effects for low/medium quality
- Various item and recipe changes
Technical Fixes
- Increased amount of power from blight charger
- Renaming of Artificial cores to Simulation cores
- Tweaks to tech and recipes
- Rework how path finding uses portals (teleporters) so it doesn't require portals to be bi-directionally linked
- Phase flower, make the teleport push away rather than jump into the same direction
- Human factories recipes spawn equally
- Tweaked Human Ruins spawn rate
- Tweaked some health values and recipes
- Other small optimizations and fixes
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