- 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/