Experimental_UE5 0.1.16930
Landscape Generation
- [p]Adjust landscape generation to create more ramps onto the plateau[/p][/*]
Additions
- [p]Add Resolution Scaling setting to video options[/p][/*]
- [p]Add Memory Viewer tool to behavior editor to show the current content of memory arrays[/p][/*]
- [p]Add shield recharging effect to Melee Pulse Attack and Pulse Disruptor Attack weapon components[/p][/*]
- [p]Added talking head to opening up tech tree the first time[/p][/*]
- [p]Added sample and explain text to Wait Component[/p][/*]
- [p]Add System Index button to game screen (next to resource bar at the top)[/p][/*]
- [p]Added new Warp Anchor component to Virus tech tree[/p][/*]
- [p]Added new Unstable Matter item which gets dropped when destroying/destabilizing human explorables[/p][/*]
Changes
- [p]Assign a UI sort index order to every item, component, frame and value (everything has a fixed order now in production selection)[/p][/*]
- [p]Enabled new mothership repair recipes for repeated repairs[/p][/*]
- [p]Exclude hacked explorable buildings from 'Solved' radar filter[/p][/*]
- [p]Small performance tweaks for processing of components[/p][/*]
- [p]Increased construction times of most buildings[/p][/*]
- [p]Moved alien components from the Energetics tree to the Hybrid tree and reduced some of their effectiveness[/p][/*]
- [p]Increased production time on IC Chip, Optic Cable, Ultra Frames, Datacube and Research items[/p][/*]
- [p]Reduced effectiveness (increased production times) for component versions of alien buildings[/p][/*]
- [p]Make Obsidian Brick, Shaped Obsidian, Alien Artifacts and Energized Artifact producible in the alien Heart Shard[/p][/*]
- [p]Move Multi-frame unlock from "Advanced Hybridization" tech to "Anomaly Transformation"[/p][/*]
- [p]Increase damage for Pulse disrupter and Viral pulse to bring in line with recent change to Melee pulse[/p][/*]
- [p]Change particle forge and fusion reactor to be robot technology[/p][/*]
- [p]Removed some small constant light sources on buildings (3x2 sized) and components (weapons, refineries)[/p][/*]
- [p]Renamed Loop Components behavior instruction to Loop Equipped Components[/p][/*]
- [p]Changed Mortako to spawn at higher player technology levels[/p][/*]
- [p]Show confirmation "Are you sure you want to load this save game?" when replaying a save while playing the game[/p][/*]
- [p]Keep save selected and list filtered after renaming a save game[/p][/*]
- [p]Hide "DOF Strength" slider when "Depth Of Field" setting is disabled[/p][/*]
- [p]Make object selection more exact by always preferring what's under the mouse cursor even when there are multiple things in the same tile location[/p][/*]
- [p]Don't switch the focused object while not moving the mouse and something (i.e. a drone or flyer) moves in through where the cursor is[/p][/*]
- [p]Change how the Particle Forge works[/p][/*]
- [p]Nerfed human power plants[/p][/*]
- [p]Tweaked player level requirement for Mortako bug spawns[/p][/*]
- [p]Adjusted early virus recipes so it's not so hard to get protection from the virus[/p][/*]
- [p]Add bitlock effect to attacks from a Greelobyte bug[/p][/*]
- [p]Reduced distance bugs attack in aggressive mode[/p][/*]
- [p]Rename "Bot" category to "Unit" (the category is used in the register selection popup and shown in the unit tooltip)[/p][/*]
- [p]When having a docked drone selected and right-clicking on a dropped item or explorable further away than the drone range, make the drone leave the garage without coming back instead of not being able to reach the destination due to being limited by its range[/p][/*]
- [p]Make Re-Simulator place upgraded drone type units next to the Re-Simulator instead of directly on top of it (where it can't be seen)[/p][/*]
Fixes
- [p]Fix game crash when a bot has requested a component while its inventory is full and on the way to pick up said component the building which has the component in the inventory is turned off[/p][/*]
- [p]Fix crash when an item that is requested via a recurring order gets dragged manually onto the target[/p][/*]
- [p]Fix recurring request to actually respect the set limit instead of ordering as much as is available and as much as fits in one go[/p][/*]
- [p]Prevent order state corruption when assigning a recurring request and the internal order list has no free slot[/p][/*]
- [p]Blueprint Editor: Fix copy/paste and Ctrl+mouse-drag from a blueprint parameter reference[/p][/*]
- [p]Fix radar filtering for NOT 'Walls'[/p][/*]
- [p]Make "Bitwise Op" behavior instruction ignore Infinity and NotEqual values[/p][/*]
- [p]Fixed Set Logistics behavior instruction to properly cause a change mark the behavior to be in modified state[/p][/*]
- [p]Change larva bug unit weapon component to show as "Integrated" not "Internal"[/p][/*]
- [p]Improve performance of check for finishing a construction site blocking off access to other construction sites[/p][/*]
- [p]Fix "Sharpness" slider always being shown even when NIS/DLSS is disabled[/p][/*]
- [p]Fix "Get Unit Power Info" behavior instruction to not always use self[/p][/*]
- [p]Only dock into something when the range specified in the Goto register is 1 or less (avoid long distance warp)[/p][/*]
- [p]Add a mip-bias to foundation base material to prevent low quality rendering sometimes[/p][/*]
- [p]Support drones moving into a new garage further away than drone range without needing to undock the drone first[/p][/*]
- [p]Fix the "Move Unit" instruction to move to a coordinate exactly and not next to it[/p][/*]
- [p]Fix building a blueprint or upgrading a unit/building with a behavior then not having events work[/p][/*]
- [p]Fix copying parameterized blueprints between library and favorites[/p][/*]
- [p]Prevent Virus Destabilizer from shutting down human explorables and fix component effect possibly getting stuck[/p][/*]
- [p]Fix drones changing their orientation having them move inside the tile they are in[/p][/*]
- [p]Fix selection cursor, item throw effect and visual register overlay being shown with wrong offset on drones[/p][/*]
- [p]Fix invalid draw offsets on floating bugs (Wasp, Mothika) to correctly position selection cursor, item throwing, visual register overlay and particle effects (i.e. weapon effects or shields)[/p][/*]
- [p]Fix system index showing the list less wide after searching for something without an item selected[/p][/*]
Modding
- [p]Lua API: Introduce new allocation-free function which gets multiple register fields in a single call: entity:GetRegisterData, component:GetRegisterData, register:GetData[/p][/*]
- [p]Lua API: New function which returns a register in Lua table form: register:GetTable[/p][/*]
- [p]Add parameter to control of the amount of random translations/height on visuals[/p][p][/p][/*]
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