Experimental_UE5 0.1.16086
[p][/p]Additions
- [p]New instruction: "Loop Repair Ingredients", allow access to all ingredient requirements (For example, the "Repair The mothership" mission)[/p][/*]
- [p]Support negating a radar filter (not supported by filters with number input "Set Number" and "Max Range")[/p][/*]
- [p]Support "Max Range" filter on the filters of the Units tab in the Control Center (use range from faction home)[/p][/*]
- [p]Added Alien hybrid component equivalents to many Alien buildings[/p][/*]
- [p]Added new world event[/p][/*]
- [p]Added bitwise op and check bit behavior instructions[/p][/*]
- [p]Added "Set Logistics" behavior instruction[/p][/*]
- [p]Added new Advanced Assembler component and moved some mid/late game recipes to it[/p][/*]
- [p]Added blight crystal power[/p][/*]
- [p]Add Large Power Field component to human hybrid tech tree[/p][/*]
Changes
- [p]Allow selection of only positive numbers on behavior arguments for slot or component index[/p][/*]
- [p]Allow selection of only tech definitions on behavior arguments for a tech definition[/p][/*]
- [p]Allow properly specifying a value input for the first input of math instructions[/p][/*]
- [p]Refactored Aggressive Mode (WIP)[/p][list]
- [p]Based off bug hive locations instead of spawning randomly[/p][/*]
- [p]Evolution and spreading of bug hives[/p][/*]
- [p]Changes to bug behaviors[/p][/*]
- [p]standard turret line becomes move and fire[/p][/*]
- [p]pulse weapons bonus vs air x1.5[/p][/*]
- [p]beam weapons penalty vs air x0.5[/p][/*]
- [p]increase in some building health[/p][/*]
- [p]bug health and damage adjustments[/p][/*]
Fixes
- [p]Fix "Right-Click to open menu" text in tooltip not showing for resource nodes and dropped items[/p][/*]
- [p]Fix component registers in blueprints showing wrong names/icons when swapping components[/p][/*]
- [p]Fix blueprints involving a mix of integrated and regular components having unrelated links sometimes disappear when removing components[/p][/*]
- [p]Fix blueprint preview not updating when switching a socket from "Laser Mining Tool" to "Miner"[/p][/*]
- [p]Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same order (and never actually fulfilling it)[/p][/*]
- [p]Calculate a large network of unit teleporters over multiple game ticks to avoid the game slowing down if a unit teleporter is equipped on a moving bot[/p][/*]
- [p]Fixed animation on crystal power components[/p][/*]
- [p]Fix for bugs getting stuck to stop pathsearching and find a home[/p][/*]
- [p]Fix game crash if a mod switches the faction of an entity not placed on the map[/p][/*]
- [p]Fix for trying to Edit a unit with no slots (such as walls and gates)[/p][/*]
- [p]Fix for being able to skip components on a construction site[/p][/*]
- [p]Fix for large tree event spawning when you spawn[/p][/*]
- [p]Fix for tech tree logging a Lua error when trying to render lines that are off screen[/p][/*]
- [p]On a building, the "Can Serve Construction" option now appears on the "Logistic Settings" menu if an Item Transporting component has been equipped.[/p][/*]
- [p]Fix automatically assigned order source reserve becoming stuck if afterwards manually specifying a source (by dragging an item)[/p][/*]
- [p]Fix calculation of "Movement Speed Increase" stat of foundation tooltip[/p][/*]
- [p]Fix for "Building does not have an Item Transporter equipped" message appearing by mistake[/p][p][/p][/*]
[p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/519720021909316967"][/dynamiclink][/p]