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Quality of Life Update
Desynced
26.06.24 10:09 Community Announcements

Quality of Life Update now live in Desynced!



We've got a huge Quality of Life update for you, packed with over 100 fixes and changes, many of which came directly from your feedback. Seriously, we couldn't have done this without you guys. We hope this update is basically your wishlist coming true.

Not only that, but we've also made the big switch to UE5, revamped the tutorial for new players, and introduced dedicated server support. It's all about making the game better and smoother for everyone. Thanks for sticking with us and helping to shape the game into what it is today. Enjoy the update!



[previewyoutube=t8qplknEdag;full][/previewyoutube]

https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/



  • Engine was upgrade from Unreal Engine 4 to 5, this brings a whole lot of internal changes
  • New global illuminations and reflections as well as overall changes to the lighting
  • System requirements (both minimum and recommended) should not change even with the engine upgrade
  • Still performance might be different depending on system specs, work continues to improve performance even more
  • Save games should be fully compatible back and forth between the new and old engine. But as always with experimental builds unforeseen complications might come up, it is advised to back up your save data.
  • Game options are also shared between old and new versions. If you notice any issues with it, please report them on the Discord




  • Added "Overlay Settings" menu, accessable from button underneath minimap with detailed customizations for what unit connections, state icons or health bars are shown
  • Added a "Inefficient" state icon on units that run at less than 100% power efficiency
  • Added a "Running Behavior" state icon on units with a running behavior controller (off by default)
  • Added state icons for logistics settings "Connected", "Disconnected", "High Priority" and "Transfer Route" (off by default)
  • Added optional showing of unit connection lines for "Power Transmitters" and "Teleporters"
  • Allow individual toggling of showing unit connections globally or only for selected entities
  • Give health bars a different outline color depending on the faction of the unit and the local factions trust levels towards it
  • Added a "Stale Order" state icon on units waiting a long time for an order
  • Notifications can be toggled off by type under Options -> Game



  • Removed distinction between "Copy inside the game" and "Copy to clipboard". Now when copying anything with the C/V shortcut keys it will be in your operating system clipboard and can be easily shared online.
  • Support copy/pasting registers with C/V keys while hovering over a register or value, including the ability to paste a copied unit onto a production register
  • Show "Last Copied" blueprint in production selection as well as build view (and also in construction/production nodes in the behavior editor).This includes blueprint codes copied from outside the game



  • Added a "pin" to Control Center optionally allowing it to stay on screen
  • Show shields separate from batteries in Power tab of Control Center
  • Added "Select all" in the units tab of the control center
  • Added logistic filters for units in control center
  • Made left-click on frame icon open the Control Center order list with "only related to selected unit" checked



  • Editor: Support ctrl+click and multi selection with dragging.
  • Editor: Ctrl+drag copies original data to new instruction
  • Editor: Draw lines that loop back to the same row above that row instead of the top of the behavior
  • Editor: Added library of templates and examples as an introduction to behaviors
  • Added new "Is Unlocked" instruction (Checks whether a faction has an item unlocked)
  • Added new "Get Season" instructions (Divert program depending on season)
  • Added new "Compare Register" instruction (Compares Registers for equality)
  • Added new "Get Shield" instruction (Get a unit's shield as a percentage, current remaining and max amount)
  • Fix component check on "Can Produce" instruction
  • Fix "First Item" instruction when processing a unit without inventory (i.e. wall or beacon)
  • Fix for override items not handled properly in "Solve Explorable" instruction



  • Longer tutorial covering more topics
  • Yellow highlights and popups to help guide the user to the next step
  • Improved descriptions and more pictures to help with understanding
  • Various UI is hidden and only revealed when first needed



  • Generate a Lua Language Server library file which enables Lua code assist and analysis in VS Code (see documentation on the modding wiki)
  • Add Lua functionality UI.FindWidgetWithProperty and UI.FindWidgetsWithProperty to easily find any widget currently on screen
  • Add optional entity filter argument to faction:GetActiveOrders function
  • Add new function faction:GetNumActiveOrders also with optional entity filter
  • Fix UI.FindWidget/UI.FindWidgets which were unable to find widgets with a custom layout tag
  • Make entity.power_grid_index look up the power grid by tile location if the entity itself is unpowered
  • Add entity.battery_stored and entity.battery_total getters
  • Allow :Add to be called with a widget that is already attached to something and have it switch parents without calling destruct/construct again on the widget



  • Introduced support for dedicated servers
  • Show a window in the UI in multiplayer when catching up the game simulation with the server
  • Improve speed of downloading map state from the server when joining by switching from RPC to custom data transfer channel
  • Add -GameSettings and -SessionSettings command line option to start up a specific scenario or directly host a multiplayer session from the command line (documentation to be written)
  • Allow auto save time to be set via -AutoSaveMinutes=X on the command line



  • Remove efficiency bar, change health/power bar to show numbers inside the bar, show battery storage instead of efficiency (details still available in tooltip when hovering mouse over the bar)
  • Show info box with health/power state on construction sites
  • Add "Center Camera" and "Show Orders" option to right-click context menu on units
  • Allow entering FPS manually when setting framerate limit
  • Add shift + double click to select multiple nearby units of the same type
  • New camera views for the main menu background
  • Show available Re-Simulator recipes in stability bar tooltip
  • Show current server name and more server settings when playing multiplayer in the in-game menu
  • Show info box with health/power state on construction sites
  • Show available Re-Simulator recipes in stability bar tooltip
  • Add "Flying Unit Only" setting to logistics network options. If both "Flying Unit Only" and "Item Transporter Only" are checked, either flying or transporters can do an order.
  • Add option to hide categories in the resource bar on the top of the screen
  • Changed "Power Grid" to be referred to as "Logistics Network", changed map overlay texture (with overlay by pressing "P")



  • Allow "Alien Soldier" to be searchable with the Radar component using the "Alien" filter
  • Allow inputting of negative numbers on unit base registers as well as behavior parameter registers
  • Modify order of items listed in the register selection (order by category, then tech race, and last alphabetically by internal id)
  • Charge batteries shield components first before batteries
  • When using the "Take All" button and components don't fit into the inventory of any interactor, try auto equipping these components
  • When right-clicking on dropped items, auto equip any components that don't fit into the inventory
  • Drone hubs now produce drones, but only if there is an available slot
  • Allow upgrading same sized buildings



  • Blueprint support for flying units such as drones
  • Allow construction of foundations under buildings and walls
  • Removed second Drop Pod when deploying
  • Update option on building context menus
  • Changed rules of netwalk puzzle to only require lamps to be lit not all tiles be connected to the grid (to match what a player might assume based on the visual representation of the puzzle)



  • Set default day per year to 20 instead of 0
  • Offer the user to enable "Safe Mode" when launching after a crash (fall back to D3D11 and disable NVidia NGX)
  • Remember unit shortcut groups per faction so switching the local player faction doesn't lose them
  • Added Alien Producer and Phase Turret
  • Recipe changes for several items
  • Added infinite button to register selection window
  • Partial Translations
  • Allow construction sites to be edit-able in blueprint editor
  • Added names to credits
  • Notifications options: allow disabling of virus, multiplayer ping, order aborted


***


Visual and Interface Fixes


  • Visual fix for gates on low detail setting
  • Update broken mothership/explorer repair user interface
  • Fixed outline width when DLSS is enabled
  • Fix image of tech in research queue showing vertically stretched when the list of unlock icons wrap onto a second line
  • Save Gamma setting
  • Fixed an empty tooltip box sometimes getting stuck next to the mouse cursor
  • Fixed selection of a unit filter closing the entire Control Center
  • Fixed perspective on icons of a few buildings
  • Fixed units becoming blurry when moving while the anti-aliasing method is set to "TemporalAA"
  • Small tutorial tweaks
  • Hide anti aliasing options when DLSS-SR is enabled
  • Fixed snow landscape height and particle effect on plateau


Gameplay and Mechanics Fixes


  • Trilobyte no longer able to eat foundations
  • Fix Trilobyte sometimes not processing item it has picked up
  • Multiplayer going out-of-sync fix for when multiple drones moved through each other
  • Human story mission, more fixes to stop the mission getting stuck / allow steps to be skipped if explorable already acquired by various other means / already had the 20 particles when accessing the human building for the first time when using "Connect"
  • Fix Deployer component on a building with a crane not being able to deploy a building larger than 1x1 at positions to the left and top of the crane building
  • Fix moving component between different sockets not properly moving any active effects with it (i.e. shield components)
  • Don't show ingredients on upgrade construction sites with negative numbers if there were more materials than needed in the building that gets upgraded
  • Fix for miner range to include visibility modules
  • Made drones get attacked by enemies again
  • Drones require a drone port once again but can be undocked and moved around. Drones without a drone port will not accept orders
  • Removed Drone Packages, removed internal sockets from initial drone
  • Restrict component radar searches to your own faction
  • When dumping to shared storage, if either source or target is set to 'Only Item Transporters', an item transporter on the source or target must be in range to do it
  • Fix for human datacubes in Re-Simulator
  • Fix Deployer components not keeping their content across building upgrades, adjacent issues


System and Performance Fixes


  • When closing the game while the video options are opened, revert any video mode settings that haven't explicitly been applied
  • When closing the game while the video options are opened, avoid crash if there are unapplied complex video options (i.e. HDR)
  • Fix mod refreshing being confused about relative paths


Quality of Life Fixes


  • Limit building name length to 16 characters
  • Sort items in the resource bar that have equal amount alphabetically by id instead of reverse alphabetical
  • Fix applying settings to multiple units only applying the settings fully to the first selected unit
  • Added support for XInput game controllers again
  • Fix keys not working after changing unit name
  • Equip Component Instruction fix
  • Fixes for BlueprintEditor and usability
  • Fix map overlay connection lines for "Power Transmitters" showing for all units even when limited to selected units
  • Improve path finding tiles blocked by a bot not connected to the logistics network
  • Fixes to AI Base
  • Lua fix for balance game when the UI disappears while dragging a wire
  • Updated translations
  • Behavior Editor UI fixes
  • Correct initialization of DLSS when switching from NIS
  • Fixed foundation normals
  • Stop forcing switch to blight music after researching blight plasma
  • Updated default settings for overlays
  • Keep resource bar filter settings across game save/load or multiplayer leave/rejoin



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