Combat Update now live in Desynced!
In this update, we’ve focused on expanding the combat side of the game. We’ve added new weapons, improved the behavior of both armed and unarmed bots during battles, and introduced several new scenarios and challenges. For multiplayer, factions you choose to ally with can now see each other's bases, adding a new layer of strategy. And that’s just the start—there’s plenty more!
A lot of these changes come directly from your feedback, so thank you for helping us make the game better. Enjoy the update!
[previewyoutube=K-ZKdRTh04w;full][/previewyoutube]
https://store.steampowered.com/app/1450900/Desynced/
- Added flying, ground values
- Added Defense block Building
- Pulse laser increased range/damage
- Added shoot while moving parameter
- Added various turrets
- Added dot and slow effects weapon effects
- Added beam weapon type (railgun)
- Added turret damage types
- Added two extra tier trilobites and wasps
- Add damage type to tooltip
- Added pulse attack pattern to tooltip
- Added proper handling of pulse style weapons
- Added shield worm
- Improved leading on targets for delayed attack weapons
- Added instructions "Get Unit Type", "Is Unit A", "Is Empty", "Attack Move", "Loop Nearby Resources", "Deploys held unit"
- Improved weapon component tooltips (show more stats of the various weapon components)
- Unit upgrader WIP (Ctrl-V on a unit to reconfigure to the currently copied unit blueprint)
- Versus Scenario
- Tower Defense Scenario
- Allow hotkeys 1-4 in Tower Defense scenario for placement of towers
- Allow showing build cursor in Tower Defense scenario even if you don’t have enough to build a tower
- Added new challenges
- Added Alliances to faction window (Shared Visibility)
- Added "Hold Position" feature (default to H key)
- Docked units now interact with the power system (power components like batteries or generators will use and contribute)
- Added new foundations
- Adding black background to visual registers
- Show damage numbers
- Added custom icon to blueprints (shown in build menu)
- Simplified library view
- Show enemies as red on minimap
- Show map state download progress bar on loading screen
- Show where items are being produced in the faction item view
- New Gate graphics
- Added animation to Robotics Assembler
- Added general power icon for component displays
- Color behavior nodes by category in the behavior program editor
- 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, stopping when combat starts
- Show message 'No combat unit selected to perform attack-move' if no selected unit has a weapon
- Pause running behavior controllers on the Command Center bot and restart them on the deployed Command Center building
- Copy parameter values on behavior controllers from the Command Center bot to the deployed building
- Added register for power components (can be linked to visual)
- Better support for loading UI mods on dedicated servers:
- UI.GetRegisteredLayoutClass always returns an empty table
- UI.GetRegisteredLayoutString always returns an empty string
- UI.SetRegisteredLayoutClass and UI.SetRegisteredLayoutString do nothing
- Added "Select Dock" context menu button to docked units
- Quick set (default E) to open up first component with action (works on hovered or selected unit)
- Ask to set from and storage location when turning on transport route
- Make ctrl+left-click and double left-click select all entities of the same frame type (holding shift will add to selection)
- Remember "Mute in background" setting
- Allow the land button to recover lost satellites
- Undocked drones scatter around the building instead of all on the same tile
- Blueprints now support units with integrated components (used by library blueprints, unit copy/paste, and building upgrading)
- Support entity references in faction blueprints and building upgrade window (but not in “My Blueprints”)
- Remember behavior stopped state in blueprint, add toggling of stopped/started behavior to blueprint editor
- Copy parameter values on behavior controllers from the Command Center bot to the deployed building
- Changed tutorial message on first start to be clearer
- Moved factory representation in explorables to the title bar, added progress circle for production
- Remove 60 kb limit for actions by sending them over a custom data transfer channel instead of using actor RPCs
- Always prefer an order source with 'High Priority' set inside the same logistics network, even if it is far away or the provided amount is lower than required
- Support for multiple levels of folders in the library
- Uploading/downloading entire library folders
- Added "Select all units with this behavior" to library context menu
- Added "Run behavior on all selected units" to library context menu
- Enable changing of structure when editing a blueprint in the library
- Make components that automatically link to visual register (production and mining) also make that link in the blueprint editor
- Added a warning 'The new structure is unable to hold all components.' when switching to a not fully compatible structure in blueprint editor or building upgrade
- Added host settings to lobby screen 'Allow New Players Joining' and 'Allow Faction Switching'
- Disable sidebar hotkeys such as L, F or X while in the lobby
- Added AI controlled player (still a work in progress)
- Added game over if the resimulator gets destroyed
- Various map tweaks
- Increased shield capacity
- Scan instructions now use visibility when no radar component is equipped
- Hide "Center Camera" context menu button for units not on map
- Disable satellite "Land" button while not in space
- New model for "Building 2x1 (1M)"
- Weapon component icons updated
- Reduced scale worm hp, slightly decreased spawn rate earlier on
- Reduced cost of "Building 1x1 (1M)" building
- Randomly rotate bugs when they are spawned from a hive
- Shields now have a delayed charge when hit
- Tweaks to weapon component damage, power usage and ranges
- Remove movement slowdown on the plateau during winter
- Increase 1x1 building health
***
Gameplay Mechanics Fixes
- 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
- Mothership repairs now require items to be put inside the satellite
- 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
- Fix aggressive bugs attack-move
- Various changes and tweaks to damage types/health/damage
- Make aggressive bugs attack-move
- Adjustments to bug behavior and aggressive mode
- Reduce aggressive mode spawns
- Fix bugs sometimes returning back to its hole before finishing attacking an enemy
UI and Display Fixes
- Clearer apply button in options menu
- Add minimum range to tooltip
- Fix damage number display when units are destroyed
- Fix QuickAction (default bound to E key) for multiple selected units
- Fix ctrl-
shift- hotkeys for disconnect and power - Show extra effect name in tooltip
- Lock lobby faction in Versus scenario when game starts
- Show blueprint icon on blueprints in register selection
- Show integrated components that have been unlocked via tech under a "Integrated Component" category in the register selection
- Hide integrated components from the "Request Item" list
- Fixed Laser Mining Tool showing as regular Miner component in the blueprint editors 3D preview
- Make FPS limit slider snap to steps of 5 and auto apply when changed, improve numerical input to apply when unfocused after clicking the number
- Fix "Drop Off Items" / "Pick Up Items" instructions sometimes not showing the drop down option
- When upgrading a building, keep the construction site selected so the frameview UI stays open all the way through the upgrade process
Bug Fixes
- Fix downloading mods when joining a server
- Remove right click move/attack context menu
- 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
- Fix resource bar throwing errors when switching faction
- Fix for blueprint sorting where order was a floating point
- Fix for incorrect building boost
- Fix for function def causing error
- Fix LUA error when editing a behavior that had a call to a now deleted sub-behavior
- Fix for miner delivering resources to shared storage when it is full even if it has "Deliver Items" disabled
- Fix for “Is Moving” instruction
- Fixes for unit upgrader
- Fix for build menu not showing some blueprints
- Fixes for Tower Defense
- Fixes inconsistencies with Internal and Integrated components
- Fix upgrading construction sites to drop any already delivered ingredients onto the floor
- Fix for unit upgrader overwriting buildings
- Fix for Drop Off instruction to work with components on construction
- Fix for nomad challenge, give 5 data cubes from the start
- Fix for dot being applied twice on the same tick
- Fix for foundations not completing
- Fix for bugs already undocked trying to undock
- Fix loop instructions to not clear values at the end of the loop
- Shields now regenerate properly
- Fixed “Get Shield” instruction
- Don't allow turrets to shoot if the unit is powered down
- Fix for some weapon effects at larger coordinates
- Disallow building upgrading if the building is damaged
- Don't show a frame that has no movement but also no construction recipe (Satellite) under "Last Copied" in the build menu
- Show error "Copied unit was not a building" when trying to paste a construction site for a blueprint without a frame set or for a frame that has no movement but also no construction recipe (Satellite)
- Fix to use the correct version after editing a Faction Blueprint
- Add "Duplicate" function to library item context menu
- Library UI fix when showing a blueprint with not components
- Avoid error when deleting a blueprint that is currently being edited in the library
- General fixes for Lua errors
AI and Behavior Fixes
- 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 allow upgrading damaged units
- Don’t allow upgrading units you don’t know the recipe for potentially losing it
- Fix for anomalies mining into a process so it shows in the item graphs
- Don’t allow using deployer on anything that isn’t your own faction
- Fix for “Is Moving” instruction
- Fix for laser mining tool showing as regular miner in blueprint preview
- Allow the instruction order_transfer to work with docked units
- Fix for foundations not completing
- Fix a components on_update being called twice when activation was set to "Always"
- Don’t reserve entities for transfer when using STORE register
Miscellaneous Tweaks
- Tutorial tweaks
- Blight Magnifier tweaks
- 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
- Modified some used input strings to not localize in the UI
- Reset effect counter when getting with an extra_effect
- Allow overriding damage table (but it’s gonna change…)
- Added Scout Range instruction which will move in a random direction a specified distance
- Ignore holding ctrl (building upgrade) when building foundations
- Various fixes for docking drones inside drones
- Fix for repairing requiring charging
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