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Regular Update (experimental)
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Experimental_UE5 0.1.16088

Fixes

  • [p]Fix for broken Advanced Refinery recipe[/p][/*]
[p][/p]

Experimental_UE5 0.1.16090

Changes

  • [p]Allow selection of resources[/p][/*]

Fixes

  • [p]Fix for aggressive bug evolution rarely spawning large hives[/p][/*]

Modding

  • [p]Add ability for a mod to validate data definitions after loading with package:validate_data (only run in mod dev mode)[/p][/*]
[p][/p]

Experimental_UE5 0.1.16148

Additions

  • [p]Added stability in sidebar and tooltip descriptions[/p][/*]
  • [p]Added new bugs[/p][/*]
  • [p]Add Individual resource textures[/p][/*]
  • [p]Enable ctrl+drag in the unit/blueprint editor to copy a component[/p][/*]
  • [p]Support dragging between components, registers and item slots in the unit/blueprint editor to copy values, similar to the regular unit interface[/p][/*]
  • [p]Support copy and paste with C and V keys on item slots in the unit/blueprint editor to copy values, similar to the regular unit interface[/p][/*]
  • [p]Add option in behavior selection menu of an Integrated Behavior Controller to remove it[/p][/*]
[p][/p]

Changes

  • [p]Changed virus cure back to assembler (from advanced assembler) for early game usage[/p][/*]
  • [p]Set metal plates back to take 2 metal bars, increased metal and crystal rich nodes to compensate for recent recipe changes[/p][/*]
  • [p]Moved some virus/blight components back to assembler[/p][/*]
  • [p]Moved some virus components into advanced assembler[/p][/*]
  • [p]A range of adjustments to weapons (damage, move/fire)[/p][/*]
  • [p]Don't take over an order from a carrier which is in another logistics grid (it might be a carrier that has temporarily left the grid for example due to use of a Unit Teleporter)[/p][/*]
  • [p]Changed beam weapons to have degraded damage the more it hits[/p][/*]
  • [p]Make beam weapons hit more tiles when shooting in non-cardinal direction (before two tiles on the hit line could be diagonally apart leaving a gap for a diagonally moving enemy)[/p][/*]
  • [p]Tech tree adjustments[/p][/*]
  • [p]Flyers don't take orders unless docked in a Landing Pad (similar to drones)[/p][/*]
  • [p]Flyers will do any order with a fixed source where either source or target (but not both) is in the Flyers power grid[/p][/*]
  • [p]Flyers will do any construction/relocation orders targeting outside its own power grid sourcing items from inside its own power grid[/p][/*]
  • [p]Rename flying unit which docks into a "Flyer" item slot from "Shuttle Bot" to "Flyer"[/p][/*]
  • [p]Rename flying units which dock into a "Garage" item slot from "Flyer Bot"/"Human Flyer" to "Shuttle Bot"/"Human Shuttle"[/p][/*]
  • [p]Rename technology "Shuttles" to "Flyers" to match the unit renaming[/p][/*]

Fixes

  • [p]Fix right-clicking on something in the world only applying to the very first equipped component,[/p][/*]
  • [p]Fixes for aggressive bug[/p][/*]
  • [p]Fix "Request Wait" instruction causing lines to following instructions to be colored like a loop body in the behavior editor[/p][/*]
  • [p]Don't hide Bit Set by default for checkbit instruction[/p][/*]
  • [p]Allow dragging of "Is Empty", "Get Season" and "Is Day/Night" behavior nodes between two other nodes[/p][/*]
  • [p]Make ingredient list in production selection wrap if there are more than 6 ingredients (for complex bot blueprints with many components)[/p][/*]
  • [p]Hide inaccessible menu button and construction site options from the user interface when viewing allied units[/p][/*]
  • [p]Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same fixed source order (this was previously fixed but only for dynamically sourced orders)[/p][/*]
  • [p]When having both link editor and docked unit display enabled, show both views on the left side of the screen instead of just one of them[/p][/*]
  • [p]Fix for bugs turning on the spot repeatedly[/p][/*]
  • [p]Fix for bugs using Trilobyte attack definition instead of their own[/p][/*]

Modding

  • [p]Add support for Lua callback string tags (with one tag implemented, gets replaced with the current map seed)[/p][/*]
[p][/p]

Experimental_UE5 0.1.16152

Changes

  • [p]Robot hive added back into advanced assembler[/p][/*]
  • [p]Weapon damage adjustments[/p][/*]
  • [p]Reduced defense block to 5 reinforced plates and added %50 efficiency boost[/p][/*]

Fixes

  • [p]Fix for beam weapon not hitting specific target if not an enemy[/p][/*]
  • [p]Fix for placing relocation outside of power grid after flyers have been unlocked[/p][/*]
[p][/p]

Experimental_UE5 0.1.16155

Changes

  • [p]Added duration parameter to Notify instruction[/p][/*]
  • [p]Give bitlock an area of effect but don't affect units with virus protection/cure[/p][/*]
  • [p]Added Virus protection to hives[/p][/*]
  • [p]Added limits on the amount of bug evolution[/p][/*]

Fixes

  • [p]Fix bug for overly spawning large hives near each other[/p][/*]
  • [p]Fix for how bugs react to path_blocked and viruses[/p][/*]
  • [p]Extra protections for old saves with lots of hives/bugs[/p][/*]

[p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/519723193024381574"][/dynamiclink][/p]
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