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