Experimental_UE5 0.1.15661
Additions- Added "Clear All Links" behavior instruction,
- Added "Get Unit Power Info" behavior instruction,
- Added "Is Passable" behavior instruction,
- Added Internal Alien component Anomaly Lattice for expanding anomaly storage,
- Added Range 2 integrated item transporter to Hybrid Worker,
- Added Range 3 integrated item transporter to Alien Worker,
- Added temporarily machine translations for around 500 recently added or modified texts
- Resource Convertor and Re-Simulator recipe UI now matches other UI design,
- Remove "Modify behavior" option from inside the blueprint editor because it caused issues when being used via blueprint customization from the build menu or bot production selection,
- Update unit selection interface of units from other factions to look a bit nicer,
- Disallow getting other faction health/shield values with a behavior,
- Added selection of components to filter of Units tab in Control Center,
- Combat adjustments (increase in power cost for alien weapons, health adjustments for alien buildings/units, damage adjustments for alien weapons, replacement weapons for hybrid soldier and sentinel tower, health adjustment for human buildings, returned alien power core drain rate back to 500),
- Changed recipe for Soulweaver from Plasma Crystal to Blight Crystal so it can be built when unlocked in mission,
- Re-arranged modules in Robot tech tree to start with larger modules early,
- Modified recipes for bug chitin, anomaly cluster and phase leaf to reduce material cost and increase production time,
- Adjusted research time for Alien and Energetics tree for low research times,
- Reduced Alien Pylon cost,
- Further slightly reduce the volume of world sound effects while inspecting a behavior,
- Increased production speed for blight plasma in Plasma Bloom,
- Reduced building cost for some Alien Units/Buildings,
- Reduced production time for alien research artifacts
- Fix 2 neighboring construction sites surrounded by blocked tiles never finishing (they both assumed finishing would be blocking access to the other, even though they are already fully blocked off),
- Fixed name of Obsidian Brick item,
- Fix "Get Shield" behavior instruction when specifying a separate unit,
- When jumping from System Index to Units tab of Control Center, also list units of the same type with a customized name,
- Behavior instruction "Get Unit Info", more stats now recognise equipped boost modules,
- When considering an order to be taken over by a different carrier, take into account that a carrier itself being the target of an order won't involve any travel distance from source to target,
- When checking drone range to recall drones back home, allow them to be exactly 1 tile outside the drone range. This is because a drone can set out to fulfill multiple orders that can cause it to visit buildings (in drone range) in such an order that the drone ends up doing a path that goes just one tile outside of the drone range. This change does not increase the range of which drones do orders just so they don't abort while carrying them out.,
- When modifying the amount of an order with a set source (i.e. when more items arrived or got created on a building with STORE set) and a carrier on its way to that source after a previous carrier has aborted the order (i.e. due to a player issuing a move command or a drone going outside its drone range), avoid the carrier picking up and dropping off more items than actually available at the source (resulting in an item slot on the carrier with a negative amount),
- Cleanup negative amounts in item slots during load in saves broken due to past bug or bad mod,
- Avoid multiplayer wrongfully detecting game going out-of-sync with regards to some internally cached data that is allowed to differ between a server and a newly joined client,
- Fix attack move when between initiating attack move and confirming it with left or right mouse click one of the selected units gets destroyed,
- Fix wrong behavior being assigned to a building that got automatically reconstructed after being destroyed,
- Fix shield effect not restarting after docking and undocking,
- Fix music getting cut off by too many sound effects playing,
- Make selection cursor circles match the offset position of drones instead of being in the center of the tile,
- Make shield effects less vertically stretched around drones, and fix shields sometimes flickering once shortly after being equipped,
- Fix icon on "Receiving" entry in Power tab of Control Center,
- Refresh active behaviors after using "Save As New Behavior" to not list wrong behavior controllers in the "Inspect Running Behavior" selection,
- Fix text overlapping IN mothership repair tooltip (showing remaining requirements),
- Fix clicking Goto and Store in various places (multi-unit selection, mouse hover link editor),
- Fixed alien probe drone (set to be a drone, adjusted power/speed, removed powercore),
- Fix the customizing bot in the production selection to properly refresh the ingredient list,
- Fix end-of-mission message appearing every time the mother ship is repaired instead of just the first time
- Fix pasting a register value into two registers of a blueprint being edited inside favorites causing a Lua error regarding a table being referenced in multiple places while running the game in moddev mode,
- Fix rare freeze while Lua debugger is attached with multiple break-points set and evaluating "Debug.Reload()"
Experimental_UE5 0.1.15588
Additions- In behavior editor, show line connections inside a for-loop instruction with a different color to highlight the block scope,
- In behavior editor, show value outlines for constant values and unit references while "View Current Values" is active,
- Added proper 3D model for new Plasma Crystal item,
- Add Behavior Options dialog to behavior editor with two settings on how to retain variables and memory arrays,
- Add option for keeping behavior memory arrays across code modifications and unequip/reequip of the Behavior Controller component,
- Added "Loop Number" instruction that loops through number indexes,
- "Set Sign" button added to "Sign Post" component,
- In System Index, show ingredients requirement and production breakdown trees via popup to avoid having a scrolling list inside another scrolling list,
- Added Blight Plasma to Alien Soldier explorable,
- Added alien power core to alien Obsidian Soldier
- Allow shortcuts to neutral or enemy units, prevent shortcuts seeing the visual register of non-ally factions,
- Improved tooltip for activate button on Alien Console building,
- Allow Alien Nexus building to teleport to any ally building,
- Reduced range of pylon terraformer,
- Made Sentinel Tower and Alien Miner dockable in "garage" type inventory slots so they can use teleporters,
- Increased recipe requirements of AI Behavior Controller component,
- Zoom buttons in behavior editor moved to the top right,
- Global Efficiency Boost component now shows a register warning/error when not equipped on a Re-Simulator,
- Allow Check Altitude and Check Blightness instructions to accept coordinates,
- In System Index, don't show ingredient requirement or production breakdown trees when there are still unknown items in the production recipe,
- Removed unnecessary integrated weapon from alien Obsidian Tank Frame,
- Changed how Alien Power Cores recharge power outside of the blight,
- Increased power cost of alien weapon components,
- Reduced power storage and increased drain rate of Alien Core
- Allow Robotics Assembler to build drones again. Instead of requiring any drone production to need a free drone type item slot, make it so only production components with unit docking item slots have that limitation (i.e. Drone Component, Drone Port, Drone Launcher),
- Remove recipes from AI Cores that shouldn't have them,
- In the behavior editor, when there is a backwards circular connection, fix an instruction being dragged onto the end of the circle making it get inserted at the start,
- Don't repeat explorable solve sound when the explorable doesn't have any item slots,
- In bot production selection, fix wrong behavior getting programmed on produced unit when pressing the confirm button while the copied unit customization editor is still open,
- Fix icon of blueprints and behaviors getting cleared when pasting from the clipboard or when copying between favorites and library,
- Fix Re-Simulator overloading event not executing if a large area of the map around the Re-Simulator has already been uncovered,
- Don't show integrated components in recipe of blueprints in tooltip, system index or in bot production selection,
- Fix effects of Re-Simulator modules not getting removed when the large Robot Re-Simulation Component is unequipped,
- Fix shortcut group icon getting stuck on screen if it is accessed very shortly after the shortcut entity has been destroyed or become invisible,
- Fix behavior stack corruption where a sub-behavior that writes to an output parameter that is unused by the caller could potentially overwrite a variable, parameter or constant value, or cause the behavior to unexpectedly abort
- Change Lua API faction:FindClosestHiddenTile to return X and Y as two return values instead of a table to match the documentation of the function,
- Change Lua API entity:GetSizeAtRotation to return X and Y as two return values
https://store.steampowered.com/news/app/1450900/view/644688664507450942 https://store.steampowered.com/news/app/1450900/view/644688664507450356 https://store.steampowered.com/news/app/1450900/view/519713045439578512