Experimental_UE5 0.1.16242
[p][/p]Additions
- [p]Optionally allow requesting items on a specific logistics channel (supports both Request Item button on unit user interface and Request Item behavior instructions)[/p][/*]
- [p]Added map variation options to new game and updated some current options to sliders[/p][/*]
- [p]Added option to disable bug creep in hostile mode[/p][/*]
- [p]On construction sites, also show power button and logistics network options (to customize channels and set only item transporter/flying)[/p][/*]
- [p]Show the component progress circle in the link editor[/p][/*]
- [p]New instruction Wait Component that will pause execution of behavior until another component has finished working[/p][/*]
- [p]Added "Up to amount/specific amount" option to Request Item instruction (Similar to Request Wait)[/p][/*]
- [p]Added power list sorting button to faction view[/p][/*]
- [p]Added unit type filtering to turret[/p][/*]
- [p]Added bug type frames to register selection[/p][/*]
- [p]Added all picked up items to register selection[/p][/*]
- [p]Added plants and resources to default unit types in register selection[/p][/*]
- [p]Added new foundation sets and put them in tech tree[/p][/*]
- [p]Added support for coordinates in memory set and get instructions[/p][/*]
Changes
- [p]Make flyers also do orders from dropped item (anywhere in the world) to construction site (anywhere in the world), so it'll fulfill relocation requests anywhere[/p][/*]
- [p]In behavior editor, change undo/redo keyboard bindings from just Z/Y presses to CTRL+Z/CTRL+Y to avoid issues where these keys are used for scrolling (for example on AZERTY keyboard layout)[/p][/*]
- [p]Added proper entity number for final talking head[/p][/*]
- [p]Removed Flyer packages[/p][/*]
- [p]Added description for flyer usage[/p][/*]
- [p]Changed "Add Integrated Behavior" to "Set Integrated Behavior"[/p][/*]
- [p]Allow setting reg remotely to units that are adjacent (autobase can still set it in the same logistics network)[/p][/*]
- [p]Bitlock still affects units with virus protection, but not cure[/p][/*]
- [p]Slow down virus spread[/p][/*]
- [p]Show modified damage and dps based on overclock boost[/p][/*]
- [p]Added category for resource nodes, walls, foundations, bugs[/p][/*]
- [p]Added new bug icons[/p][/*]
- [p]Allow force attack for buildings[/p][/*]
Fixes
- [p]Add extra buffer spawn in behavior UI for comments when using auto-layout[/p][/*]
- [p]Clarify in the first blight talking head that automated bots can still enter the blight but that you will not have direct control over them[/p][/*]
- [p]Don't show "The game encountered a problem the last time it was run" on development builds running headless (was already disabled on dedicated server)[/p][/*]
- [p]Properly use the crystal node for the ai base event[/p][/*]
- [p]Trigger larva from further away so they don’t just stand there and get shot[/p][/*]
- [p]Fix for GoTo Register not being reset by teleporting using Right Clicking on a teleporter[/p][/*]
- [p]Don’t infect units within range of a unit with a cure[/p][/*]
- [p]Fixed incorrect check for stuck bugs[/p][/*]
- [p]Detect movement goal inside a blocked off area of any size (abort path finding before evaluating large parts of the world)[/p][/*]
- [p]At end of path search, throw away data not used anymore (avoid bloating save files)[/p][/*]
- [p]Remember that path search finished and avoid a somewhat complex loop every tick until a units movement ends[/p][/*]
- [p]Enable collisions on bugs missing them[/p][/*]
- [p]Fixed some instruction filters to allow inf/not[/p][/*]
- [p]Fix for radar resetting while it is working[/p][/*]
- [p]Don’t set turret register on right click if filter is set[/p][/*]
- [p]Fix for missions not showing destroyed mission text[/p][/*]
[p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/519723826332829663"][/dynamiclink][/p]