News Liste Desynced

Regular Update (Experimental)
Desynced
09.09.24 16:41 Community Announcements
The first part of the next big update for Desynced is now live on the experimental_ue5 branch. This one’s huge!



  • Added flying, ground values
  • Added Defense block Building
  • Pulse laser increased range/damage
  • Added shoot while moving parameter
  • Added Attack-Move by putting coordinate into turret register (default bound to Q)

- Units with turrets will stop to attack before continuing to move to destination
- Units without turrets will follow turret units to the destination so they stop when combat starts
- Show message 'No combat unit selected to perform attack-move' if no selected unit has a weapon

  • Added damage numbers
  • Added various turrets
  • Added custom icon to blueprints (shown in build menu)
  • Show enemies as red on minimap (by popular demand)
  • Added features like boost on some later buildings
  • Add turret damage types
  • Added dot and slow effects weapon effects
  • Added beam weapon type (railgun…)
  • Added Alliances to faction window (Shared Visibility)
  • Added an internal item to the explorer to better show it has extra capabilities
  • Quick set (default E), to open up first component with action (works on hovered or selected unit)
  • Added two extra tier trilobites and wasps
  • Ask to set from and storage location when turning on transport route
  • Turret "minimum_range" added for some turrets
  • Added Defense Block to basic structures
  • Add damage type to tooltip




  • Adding black background to visual registers
  • Simplified library view
  • Show map state download progress bar on loading screen
  • Moved factory representation in explorables to the title bar, added progress circle for production
  • Changed tutorial message on first start to be clearer
  • Better support of loading UI mods on dedicated server by changing the behavior of some UI module functions when running on dedicated server:

- Make UI.GetRegisteredLayoutClass always return an empty table
- Make UI.GetRegisteredLayoutString always return an empty string
- Make UI.SetRegisteredLayoutClass and UI.SetRegisteredLayoutString do nothing
  • Modified some used input strings to not localize in the UI
  • Forward logging to an attached debugger even if debugging is deactivated (i.e. in a multiplayer game)
  • Avoid crash when Lua debugger is connected while running a multiplayer game and text or an error is logged




  • Remove 60 kb limit for actions by sending them over a custom data transfer channel instead of using actor RPCs
  • Fix for blueprint sorting where order was a floating point
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Use entity power efficiency when terraforming
  • Moved cable down the tree to smooth out production at end of basic tree




  • Pulse laser increased range/damage
  • Copy parameter values on behavior controllers from the Command Center bot to the deployed building
  • Pause running behavior controllers on the Command Center bot and restart them on the deployed Command Center building
  • Show extra effect name in tooltip




  • Mothership repairs now require items to be put inside the satellite
  • Ask to set from and storage location when turning on transport route
  • Get the parameter names from the faction library when hovering over a component register
  • Added Defense Block to basic structures




  • Skip turrets auto attacking walls first if there is an enemy nearby if controlled by a player
  • Changed wall build time and health to 100 virus/blight (300/500)
  • All bugs hives in the vicinity will be triggered when a large bug hive is triggered
  • Moved cable down the tree to smooth out production at end of basic tree
  • Changed how virus works
  • Fix downloading mods when joining a server
  • Remove right click move/attack context menu
  • Mothership repairs now require items to be put inside the satellite
  • Don't try to read the signal of dropped items
  • Fixed manual targeting of immortal objects
  • Don’t remove resources from the resource bar if they are 0
  • Don’t allow teleporting to another teleporter unless they consider you an ally
  • Aggressive mode fix, prevent enemy waves spawning when a Faction has activated "Passive Bugs" cheat
  • Use entity power efficiency when terraforming
  • Get the parameter names from the faction library when hovering over a component register
  • Fix import of library item (either from local library or clipboard) not restarting behaviors until save game reload
  • Don't show all pings on the host, share pings across factions with shared visibility (alliance)
  • Allow Notify command to use world coordinates
  • Tutorial tweaks
  • Blight Magnifier tweaks
  • Fixed incorrect save-game version check
  • Instructions, Fix for GetInventoryItemIndex, correctly recognise reserved space and locked slots to return the item with zero
  • Fix LUA error when editing a behavior that had a call to a now deleted sub-behavior
  • Fix resource bar throwing errors when switching faction
  • Modified some used input strings to not localize in the UI
  • Fix a components on_update being called twice when it had its activation set to "Always" while there exists another component on the same entity that has activation set to "OnAnyItemSlotChange"
  • Allow the instruction order_transfer to work with docked units
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Fix for blueprint sorting where order was a floating point
  • Fix for incorrect building boost
  • Fix for function def causing error
  • Reset effect counter when getting with an extra_effect
  • Show extra effect name in tooltip
  • Allow overriding damage table (but it’s gonna change…)
  • Fix for editing registers in blueprint editor
  • Fix for pasting over read only registers


***

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 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/
Logo for Desynced
Release:15.08.2023 Genre: Strategie Entwickler: Stage Games Inc. Vertrieb: Forklift Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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