News Liste Desynced

Regular Update (Experimental)
Desynced
28.04.25 16:33 Community Announcements

Hello Operators!



This is a major update, so we’ve split the notes into two parts:

  • TL;DR for the biggest new features and changes
  • Full detailed changelog below


As always, if you try this out on the experimental_ue5 branch on Steam, please do so at your own risk and back up your saves just in case. If you encounter any issues or have questions, feel free to post them in the Feedback section of our Discord.

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 changes and share your impressions with us. Additionally, you can share your experiences within the community.

How to activate the experimental branch:


[olist]
  • Right-click on Desynced in your Steam library
  • Select Properties => Betas => Beta Participation => Experimental_UE5 Branch
  • [/olist]

    If you want to return to the regular version of the game, simply switch back to 'None' in this menu.

    TL;DR



    • A Fresh Unit Interface. The new unit interface for a more streamlined experience.
    • Order System Improvements. Bots can do what now?!?
    • System Index. A new tool to quickly find all the information you ever need.
    • Library Upgrades. Simpler but better!
    • Behavior Editor Improvements. The long overdue update for editing behaviors in Desynced.
    • Mothership Mission.A guided mission from the start of the game.
    • The Alien Story. The big story update continues from where the Space/Time update has left off.
    • Detailed Change List. The usual format of the patch notes as a large list. Perfect for bedtime reading :)


    Experimental_UE5 0.1.15342





    • The main interface is now centered in the screen combining both inventory and component sockets for a more streamlined experience.
    • A new foldout link editor was added to support complex register connections for example with a large number of behavior parameters
    • The link editor can even be quickly accessed by just pressing E while having nothing selected and hovering over a unit.





    Up until now any idle bot could pick up any available order and do it, even if it meant the target was on the other side of the base.

    Now with the improved system another bot can decide that it is better positioned to do an order and it will take over, as long as the first bot in line hasn't gone and picked up the ingredients from the source already. This results in a drastic improvement of efficiency for both big and small bases. So next time you marvel at your grand city, take a look at your bots and how they've just gotten a lot smarter!



    A new hotkey was added to the I key which will open the System Index. Additionally, while having the mouse over any item which shows the details next to the mouse cursor, pressing I will transform the detail view into the new and intractable System Index where details can be browsed just by clicking on icons. There even is a "Go to Control Center" button to quickly see details of owned units and items.

    Very handy!




    The library window now has been simplified to just show two tabs. Library and Favorites. If you're a veteran you might be confused where the "Faction things" or the "My things" are but rest assured, they have just been renamed to make their use more clear.

    So Faction Blueprints and Faction Behaviors are now just listed under the Library tab. My Blueprints and My Behaviors are now called Favorites and they come with a short info text that they are to be used to transfer Blueprints and Behaviors into other save games and multiplayer sessions. Under the tab you will find filters for showing only Blueprints or Behaviors, and there is also a new icon view besides the standard list view to show more items. The text search next to the filter now looks recursive into all folders and subfolders. Blueprints can be given a detailed description besides just the name (like behaviors!) and behaviors can be given an icon (like blueprints!).

    A big improvement is that your Favorites are now available everywhere, you can load them into a behavior controller, set them on bot production components or select them in the build menu with a handy "Load from Favorites" button.




    The behavior editor finally got a large makeover. Parameters can now be reordered by dragging them around, local variables can be given a name. Zooming and drag selections have been improved to feel more natural to use. Copy (by pressing the C key) and Paste (with the V key) has been added. There is now infinite undo and redo and keyboard support has been added (WASD to scroll, C/V to copy/paste, Z/Y for undo/redo, Del to delete). While not yet a tutorial for behaviors, the help pages have been made
    accessible via a "Help" button in the behavior editor.

    A potentially breaking change was to make behaviors clear the values of local variables when the behavior ends (and automatically restarts). The old behavior of keeping values in local variables is still available but now needs to have the "Keep variables" in the behavior start box checked. If you rely on this behavior, be sure to go and check that box!

    A simple debug mode with breakpoints has been added, which will pause the behavior when it reaches an instruction that has been marked with a breakpoint to figure out and hopefully resolve any issues you have with complex behaviors.

    Lastly, instructions can now be added with a new quick access menu, right-click anywhere on the node graph and a menu will list all instructions. Immediately you can type into the search filter, use down and up keys to select your desired instruction and press Enter to add the instruction. If right-clicking on a pin connection, the new instruction will even automatically get connected to it. Making behaviors is now faster and easier than ever!




    A bunch of missions, goals and text popups have been combined into a new main story mission called "Repair the mothership" which will guide a player from the start of the game. If you're the player that looks for something to do, checking the next step of this mission will always have a good suggestion for the next goal to work towards.



    A new large story mission revealing the Alien History has been added, connecting directly to the Human story arch which was closed in the Space/Time update. In tandem, the new alien technology tree called "Energetics" provides plenty of new technology and units to research and create.

    We hope you're as excited as we are to learn more than ever about the world of Desynced!



    • When a building is destroyed, automatically place a new paused construction site in its place (keeping any settings and references to it)
    • Added Jump To Location button for missions in the Codex
    • Add WASD scrolling to tech tree and Behavior editor windows
    • Carousel added for news ticker on the main menu
    • Added quit to desktop option from inside game
    • Show warning notification feedback when you can't harvest a resource with an incorrect mining component when right clicking
    • Store list of destroyed units of player factions while no player is logged in and show "You have lost a unit" notifications upon login
    • When double clicking a construction site, select only other construction sites of the same unit type
    • Support settings copying of hacked explorables




    • Centered unit user interface with inventory and component sockets
    • Combined inventory of different types into one box
    • Reorganize library into "Library" (usable items) and "Favorites" (item storage usable to bring data into other save games and multiplayer sessions)
    • Make library search match items recursively in all sub-folders
    • Added new System Index feature by pressing I either to get more details while hovering the mouse over something or any time to see a list of everything
    • Add a "Load from Favorites" button everywhere where a Behavior or blueprint is selected from the library
    • Fix yellow hover highlight of units or resource nodes sometimes not showing while dragging from a register
    • Add a title "Unit Editor" when editing a unit
    • When the number is at the default 1 and pressing +10 in the register selection, jump to 10 instead of 11 to easier facilitate producing 10 or requesting 10 items
    • Docked drones appear similar to unit multi selection window
    • Make mouse wheel scrolling in UI scrollable lists 3 times faster
    • Show state icons with multiple columns if there are more than 3
    • Have transport route icon (only visible on bots) above power/logistics button
    • Fix multi selection UI showing construction interface even if other types of units are selected
    • Enable "Edit" button in unit context menu for anything (even units that can't be upgraded)
    • Add link editor in frameview (shortcut E) which also works hovering over a unit when nothing is selected
    • In Tech tree, split starter tech unlock list into "Unlocks" and "Story Unlocks"
    • In Tech tree, always show search text box
    • In Tech tree, allow scrolling the view with the right mouse button everywhere not just the background
    • Add confirmation "Are you sure you want to load this save game?" when loading a save while playing (not while on the main menu)
    • Handle UI cancel (Escape key) in F8 feedback form modal dialog
    • If multiple talking head popups are queued up, show a "X / Y" queue counter in the bottom right
    • If another mission talking head popup is already queued up for the same mission, show the yellow todo mission step text only on the last popup
    • Make error notification text popup click-throughable
    • Don't show links in unit user interface if the new link editor is open
    • Change "Attack Move" key to "Force Attack/Attack Move" and prompt the player to press left or right click to do either function (prompt will not show if clicking before releasing the key)
    • Make Player Ping input re-bindable (default Alt + Left Mouse Button)
    • Hide buttons on inventory box for units of allied faction
    • Show "Can't set a read-only register" when trying to set a coordinate by dragging a read-only register onto the map
    • Make Esc show the UI if it was hidden with the hide UI hotkey (default U key)
    • Show mission title in the talking head popup messages (avoid confusion when multiple missions are running alongside)




    • Add "Save As New Behavior" button when editing a Behavior on a component or in the library
    • Add user defined naming of local Behavior variables
    • Add drag-and-drop parameter reordering to Behavior editor
    • Add help button that shows the Codex viewer filtered to related pages
    • Add debug breakpoint functionality to Behaviors
    • Add unlimited undo and redo button
    • Support Copy & Paste (C key to copy, V key to paste)
    • Avoid closing the editor without saving (confirm closing while unsaved with Esc, save/close with Enter)
    • Add zoom towards mouse cursor
    • Make node selection in more intuitive
    • Allow deleting of selected nodes by pressing the Delete key
    • Double clicking a node will select all connected nodes
    • Make dragging multiple nodes drag the nodes on screen instead of showing a copy being dragged
    • Keep nodes at the same location when connecting or disconnecting nodes
    • Use outline instead of coloring to visualize node selection
    • Improve dragging and reattaching of multiple instructions
    • Make HOME key reset view
    • Change Behavior regarding variables (visualized as purple diamonds in the Behavior editor) to clear them every time the program restarts
    • Add a checkbox to the "Program Start" node to keep the content of variables across restarts (this brings back the old behavior)
    • Add alternative method to create nodes in Behavior editor via right-click popup (works on empty space and on pins)
    • Show parameter names in Behavior editor argument boxes instead of P1, P2, ...




    • "Is Inside Logistics Network" (New)
    • "Abort Construction" (New)
    • "Is Same Grid" now accepts coordinates
    • Allow "Solve Explorable" instruction to solve anomaly explorable and also to work with Alien Lock
    • Allow "Switch" instruction to allow comparing of items
    • Allow "Can Produce" to work with units
    • Allow "Can Produce" and loop producers to work with mining recipes
    • Changed "Switch" command description
    • Make "Loop producers" instruction terminate right away instead of looping forever when the input has no producer
    • Allow 'Drop Off Items' instruction to pass items even if there is no space in the target but there is an outstanding order
    • Fix for turret range in "Get Item Range" info instruction




    • In mission "Human Discovery" allow completing step 7 using the portable re-simulator component
    • Prevent non player controlled factions from spawning silica sand when killing bugs
    • "Round Robin" alien explorable spawning (To fix certain explorables becoming randomly very rare to find)
    • Changed repair items for explorer and mining base
    • Make Super Silica Tree non selectable
    • Consider units spawned for missions as not existing (and allow missions to respawn) if faction ownership has changed due to Hacking Tool
    • Fix "AI Center" not showing in deploy register of AI explorer after getting it in the mission




    • Support two production components on the same unit to directly use the produced output of one component as ingredient input of another, even if the item in question is not stackable and there is only a single item slot available
    • Implement order carrier taking over orders from other carriers if it finds itself being more suited for the order (closer to a source or overall faster movement to reach the target). Orders stay eligible to be taken over until the carrier arrives at the source and picks up the items.
    • Make alien faction default to faction Color purple
    • When loading a save in the regular game made by a dedicated server, become the first player faction instead of spawning a new faction
    • When running a dedicated server with 'run_without_players' disabled, don't continue the simulation when the first player joins until the map state has been fully transmitted
    • Keep shortcut group assignment across unit upgrade or lander deployment
    • Only close one popup or window when pressing the Escape key
    • Don't show the animation when right-clicking on non intractable things
    • Make miner sound effects randomly play up to 30% faster or slower and start delayed randomly up to 300 milliseconds to avoid monotonous sound of synchronized miner groups
    • Refresh explorable display to show the "Connect" button when the Human Explorer arrives later while having multiple units selected
    • Increase blight clear visibility radius when blight visibility has been researched
    • Modified warning message when trying to Eject from mothership with no faction home set to show the key to set it
    • Removed Is Ingredient Of from tooltip as it can get quite large, and is now visible in new System Index
    • Make area preview shown during deploy match the area of the logistics network that will be in place after deployment by fixing grid overlay around mouse cursor to use a range calculation that matches what the game does
    • Add quick interpolation to change of depth of field distance instead of instantly snapping to the new focus distance
    • Show bug/anomaly/alien factions in Control Center, but don't show alliance options
    • Don't show highlight faction color on foundations on the minimap
    • Separated CameraHome and FactionHome setting (Home/CTRL+Home)
    • Don't show "Is Ingredient Of:" in the tooltip when a thing is not used as an ingredient for anything
    • Disallow a unit docking into another unit of the same type
    • Move "Power Flower" and "Phase Flower" from build category "Alien Buildings" into "Other Construction"




    • Fix walls orienting themselves against construction sites of walls
    • Fix walls to not connect with walls from other factions
    • Don't show "Mods are currently in use" on the feedback form unless mods are actually in use
    • Fix keys W/A/S/D getting stuck if they are getting pressed while Ctrl or Alt is held and a text input box is focused
    • Prevent hacking tool from being able to hack non-selectable things (i.e. Super Silica Tree)
    • Prevent Deconstructor component from being able to deconstruct the Space Elevator
    • Performance optimization for large usage of shared storage (1000+ components) by keeping a per item cache of non-full dumping grounds, accumulated during the first dump issuing and kept until the end of the simulation tick
    • Fix server/client temporarily going out of sync during the tick when many "Curious Bots" spawn around the map
    • Fix Enter in save game screen loading the game (ask to save the game instead, also added handling of double click on load/save list items)
    • Fix blight visibility not being refreshed when switching faction or respawning after game over
    • Fix stability getting stuck in one direction (internally the number was higher than the supposed limit)
    • When a docked bot inside another docked bot has its STORE register set to a unit on the map, properly undock and move there instead of infinitely pushing the bot docked in
    • Fix bug which made entities docked into something disappear instead of getting placed on the map when the component with the docking slot is unequipped
    • Fix game crash when an order gets modified by a Behavior to a lower amount after it has been assigned to a carrier which, at the time of order assignment, had less free space than needed by the order originally
    • Fix "Pings a Unit" Behavior instruction to not send a message over the network and play the effect multiple times if there are multiple players controlling a faction




    • Fix construction site progress bar not working after pausing a construction site
    • Fix construction site rendering invisible if it is paused but holds all ingredients




    • Prevent a construction site from finishing placing the building if it would prevent access to another construction site surrounded by buildings or landscape
    • Fix a case where there are many orders and a unit which holds requested items would assign itself an order to a target even when the logistics channels mismatch (issue was not limited to but more likely to appear on buildings with an Item Transporter component)




    • Fix tooltip on small mission notification display missing the "Progress: X/Y" display after the mission has progressed a step since starting/loading the game
    • Fix shortcut being lost when repairing the explorer
    • Fix for register link dragging with drones (and potentially register overwriting with drone registers)
    • Fix for dragging drone links thinking they were the selected unit
    • UI fix for trying to deploy when deploy UI is already open
    • Fix "new option" badge to disappear when clicked on (even when setting non production type registers)
    • Fix pressing Esc while dragging both cancelling dragging and closing a window/opening the in-game menu
    • Fix unit editor for satellites, mothership and hacked explorables
    • Fix pressing Enter when in a text input dialog also closing the window behind it
    • Fix being able to press hotkeys to open a window like tech tree or codex while a message or confirmation box is being shown
    • Correctly handle pressing Esc when a window (like Explorable or unit upgrade) is open behind a full screen window (like tech tree or full screen map) to close the full screen window first




    • Fix Robotic Assembler component to not forget the custom blueprint being produced when modifying the rally point register
    • Fix for Garage when locking a slot to a bot showing incorrect graphics
    • Fixed launch satellite button on AMAC deselecting the unit when clicking it with no satellite ready
    • Fixed landing button on satellite deselecting the unit when clicking it while not in space
    • Correctly handle all cases where an Uplink should give up on research because its inventory can't hold all ingredients




    • Add Lua API functions Tool.GetTableDelta and Tool.ApplyTableDelta to implement a generic undo/redo system
    • Add Lua API function UI.Delay
    • New Lua "Chat" API (multiplayer messages not stored in replay data, used for text chat and pinging)

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    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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