Experimental_UE5 0.1.16820
Additions
- [p]Add blueprint parameterization feature[/p][/*]
- [p]Add visual feedback to node changes in behavior editor[/p][/*]
- [p]Add support for storing recurring orders in blueprints and copy/paste between units[/p][/*]
- [p]Add wall radar filter (includes gates)[/p][/*]
- [p]Add tooltips to faction trust buttons (Ally, Neutral, Enemy)[/p][/*]
- [p]Make upgrading units/buildings while holding Ctrl and Shift just apply changed settings when possible instead of always doing the full upgrade[/p][/*]
- [p]Allow upgrading multiple units in one go by holding both Ctrl and Shift[/p][/*]
- [p]Added Loop Producer Items behavior instruction[/p][/*]
- [p]Added Loop Unlocked Components behavior instruction[/p][/*]
Changes
- [p]Codex, tutorial and text updates[/p][/*]
- [p]Terminology renaming for consistency (unit for moving things, building for non-moving things)[/p][/*]
- [p]Rename "Blight Extraction" to "Blight Gas"[/p][/*]
- [p]Rename behavior instruction "Is Locked" to "Is Item Slot Locked"[/p][/*]
- [p]Renamed Item Slot "Fixing" to "Locking"[/p][/*]
- [p]Updated Categories on some Foundations, Sentinel Tower and Drill Spike[/p][/*]
- [p]Make pressing Escape abort a build cursor (placing a new construction site) first before opening the in-game menu[/p][/*]
- [p]Unstealth objects healed by repair components[/p][/*]
- [p]Force undock when repair components are docked and try to repair[/p][/*]
- [p]Increased melee pulse damage[/p][/*]
- [p]Added mothership repaired milestone[/p][/*]
- [p]Show hint to select node for help in behavior editor and default to open[/p][/*]
- [p]Show confirmation "Are you sure you want to load this save game?" when loading a save while playing the game[/p][/*]
- [p]Enable recurring orders to have multiple deliveries active simultaneously[/p][/*]
- [p]Don't have a virus infection cause a unit to randomly cancel its ongoing operation[/p][/*]
Fixes
- [p]Properly display tutorial steps in codex[/p][/*]
- [p]Fix power tooltip and Control Center wrongfully showing power use without overclock during the first and last tick of a components work timer[/p][/*]
- [p]Fix components that temporarily generate power (i.e. Blight Power Generator) to not have their progress timer be reduced by overclocking[/p][/*]
- [p]Fix trigger channels on hybrid worker and alien worker units so they can be targeted by enemies[/p][/*]
- [p]Turrets will properly move into visibility range towards known targets when turret range is larger than visibility range[/p][/*]
- [p]Fix set logistics instruction correctly settings unchecked values[/p][/*]
- [p]Fixed time egg component power[/p][/*]
- [p]Center time egg component mesh[/p][/*]
- [p]Fix customizing a blueprint with dependencies selected via "Last Copied" section[/p][/*]
- [p]Fix Lua error getting logged when trying to paste a construction site in the Tower Defense scenario[/p][/*]
- [p]Fix managing recurring requests in the blueprint editor not working when there is an integrated component/behavior[/p][/*]
- [p]Fix Link Editor not showing links when running a behavior that uses a 'Parameter Event' node[/p][/*]
- [p]Keep behavior parameter selected on 'Parameter Event' node when re-ordering parameters[/p][/*]
- [p]Fix behavior events not interrupting while the behavior is waiting (i.e. due to 'Wait Ticks')[/p][/*]
Modding
- [p]Support passing a style argument to a
rich-text tag to prepend the displayed image with text of the name of the definition in the given style[/p][/*]
- [p]Add support for variable arguments on behavior instructions[/p][/*]
[p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/617684105911337658"][/dynamiclink][/p]
