Hello Operators,
1.0.17871 — Now Live on Main Branch
After a few weeks on the experimental branch, this update is finally making its way to everyone. The biggest chunk of work went into the behavior editor: you can now search argument values, add freestanding comment nodes, copy/paste individual values, and drag arguments straight onto the "Add Parameter" box. We also added and reworked a bunch of behavior instructions to make automation logic nicer to work with overall. On top of that there's a solid performance improvement to proximity component processing, a big pile of bug fixes, and voice acting credits snuck in there too.
Huge thanks to everyone who played on the experimental branch and sent feedback. You helped catch a lot of stuff that would have otherwise slipped through, and this update is better for it. Now go enjoy it!
[dynamiclink href="https://store.steampowered.com/app/1450900/Desynced/"]
Additions
Support copy/paste single argument values in the behavior editor
Add a simple search function to behavior editor (currently only argument values can be searched)
Allow dragging an instruction argument onto the 'Add Parameter' box to easily create and hook up a new parameter
Add freestanding comment nodes for behaviors
Added voice acting credits
Changes
Added metalbar and metalplate back to broken desert pod explorable loot
Updated visibility range on Defense Block and Engineer to match range of Power Field components
Show the infinity button for Loop Units (Range) behavior instruction which uses visibility range
AOE repairers will also repair docked units
Swapped Long and Short Range in description of Twin Autocannons and the Recoilless Rifle
Changed Virus Protection description
Adjusted the way Sending to shared storage works with Item Transporter Only to avoid making unfulfillable orders
Reduced blight power loop sound volume
Count docked units and docking garages as "adjacent" for behavior instructions that act on other units
Added behavior instruction 'Set Data': Set the data part of a value (identifier, target reference or coordinate)
Changed behavior instruction 'Set Number': Make it always and only set the number (don't affect coordinate)
Changed behavior instruction 'Combine Coordinate' and 'Combine Register': Besides INFINITE, also ignore incoming NOT numbers
Changed behavior instruction 'Combine Register': Renamed argument 'Unit' to 'Data' because it can contain any data part
Changed behavior instruction 'Separate Register': Updated explanation to match the other instructions
Changed behavior instruction 'Distance ': Enable coordinate input for constant values, fix calculation between two coordinates to match the game logic, update documentation
Changed behavior instruction 'Loop Recipe Ingredients' : Enable selection of unit types on Recipe argument
Changed behavior instruction 'Get Self': Return an optional second value that specifies the component type identifier and index of the running behavior controller
Changed behavior instruction 'Is Working': Return the index of the working component (if multiple of the same component are equipped)
Changed behavior instruction 'Load Behavior': Also accept a specific component type identifier besides just the component index
Changed behavior instructions that take a component index (i.e. 'Get From Component' or 'Set Link') to also accept a combined type identifier and index (instead of separate arguments)
Remove AI Behavior Controller restrictions from Un/Equip Component Remotely instructions and change the failure branch from "No Component" to "Failed" and handle more cases
Slight margin and size changes for many behavior nodes for a more balanced look
Extend silica spawn to higher altitudes
Disallow locating hidden enemy units by using "Follow Camera" or "View Unit" from a register
Show "Move and Fire" stat in the tooltip for all weapon components
Added "Charge Time" as an option for the "Get Item Info" behavior instruction (for weapons, repairers, radars)
Only show durability boost with health component, not full amount
Fixes
Fix component overclock not being shown in the UI for components that don't use power (i.e. integrated weapon components)
Keep item requests of units that are being docked (i.e. in Repair Garage or Unit Teleporter)
Fix for Set Logistics instruction changing settings you previous had enabled but disabled
Fix handling of memory arrays using coordinates with negative parts as identifiers in the "Loop Memory" instruction as well as the "Memory Viewer" window
Fix sub-behavior writing to an out parameter that is destined to write to a faction register not working
Count re-simulator challenge towards unlocking achievements
Reduce memory allocations done for each "item throw" animations
Modding: Don't fail startup if a Lua file is encoded as 'UTF-8 with BOM'
Fix lagging of Memory Viewer window in behavior editor when there are many thousand elements
Fix component overclock not being shown in the UI for components that don't use power (i.e. integrated weapon components)
Fix re-ordering parameters in behavior editor leaving Call instruction arguments assigned to wrong parameters
Fixed direction of human ai explorer scanner effect
Fix Time Egg functionality breaking when a drone is docked
Fix game crash when a non-floating unit is docked and wants to move but it finds itself blocked while its garage is also a moving unit
Fix issue when copying an item with deleted dependencies (i.e. a blueprint using a deleted behavior) between Library and Favorites leaving the item in an invalid state where copying it a second time would cause an error during the process, which then could cause an import of a folder to miss reassigning some references to behaviors and blueprints
Fix for walls and gates showing with a gray texture in the blueprint preview
Fix behavior value search not finding an identifier or coordinate without a number
Fix issues caused by a "Break" instruction at the top of a sub-behavior while inside a loop in the outer calling behavior
Fix issues with the preview of very large multi-blueprints (buildings in the distance being not shown or not clickable)
Request a new path when a unit that wants to undock while being blocked by something gets force undocked (i.e. due to its garage getting destroyed) and placed into a tile that isn't adjacent to where its movement path starts (avoid it jumping over multiple tiles)
Add 30 recently added and modified strings temporarily localized via machine translation
Significant performance improvement to processing of proximity component triggering (i.e. weapons or repairers).
Fix for Voice volume being too low
Fix register links sometimes drawing incompletely and logging a Lua error when there is a behavior that uses "Parameter Event" nodes
Fix for turret links disappearing on bug units
Fix for scroll speed slider jumping around when it goes above/below 100%
Fix batteries/capacitors and storage components properly match with Has Like Component instruction
Fix for GetResearchRequirement instruction failing when trying to get required tech of a top level tech
- Limit component overclock and power use by charge/production time (i.e. when charge time is shortened from 1.0 to the minimum 0.2 seconds it won't overclock above 500%)
Fix relocate not working when a non-square building (i.e. 2x1 or 3x2) is moved 90 degree rotated to a location that has the top-left tile shared with the old location
Fixed wrong vertex coloring on alien building 3D model causing visual artifacts
Fix for "Run on Selection" sometimes not updating behaviors since version 1.0.17789
Fix for alien units that are docked from their core lacking power
Fix "Bitwise Op" instruction with "Shift Right" and negative input values
Fix logging of a Lua error when using behavior instructions like "Get from Component Remotely" on a AI Behavior Controller targeting the mothership
Fixes for unit duplication with virus possessor
Fix for certain recipes not showing
— The Desynced Team
Looking for more?
Check out the Forklift Interactive publisher page and follow it to see new games and updates as they arrive.
[dynamiclink href="https://store.steampowered.com/app/4067370/Prospice/"]