Experimental_UE5 0.1.16379
[p][/p]Additions
- [p]Added new virus components and units that can be unlocked via the virus tech trees[/p][/*]
- [p]Added new setting to disable "Anomaly" notifications[/p][/*]
- [p]Added unique icon to deployment component of Command Center bot given at the start of the game[/p][/*]
- [p]Number check filters added to "Loop Signal" instruction[/p][/*]
- [p]Added Small AoE Repair Component[/p][/*]
- [p]Added new alien power generator building, available in alien tech tree[/p][/*]
Changes
- [p]Reduced components unlocked in the first tech to require just 3 ingredients instead of 4[/p][/*]
- [p]Reduction to bug spawn numbers in aggressive mode[/p][/*]
- [p]Increased visibility range on alien units[/p][/*]
- [p]Fixed Melee Pulse Attack component ingredient requirements to match tier[/p][/*]
- [p]Allow a production component to consume a reserved stack not yet assigned to a carrier which was ordered to be taken out via automation (i.e. via Shared Storage or Store register)[/p][/*]
Fixes
- [p]Fix tooltip of empty behavior controller not showing properly since last experimental patch[/p][/*]
- [p]Show explorable name (i.e. Factory) instead of generic name (i.e. Human Explorable)[/p][/*]
- [p]Make clicking on an unlock of a technology in the tech tree show the details instead of doing nothing[/p][/*]
- [p]Fix rare issue where a bot with its Goto register linked from a radar output won't go to a new target[/p][/*]
[p][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/502836597467645222"][/dynamiclink][/p][p][/p]