[b]Experimental_UE5 0.1.17059[/b]
[b]Additions[/b]
Add support for flipping/mirroring when constructing or relocating multiple buildings (using Ctrl+R or Ctrl+Shift+R)
Add side-panel showing available key and mouse functions while placing construction sites or blueprints and while relocating
Add "Duplicate" as an option to right-click context menu on buildings (shortcut for copy then paste)
Added "Has Like Component" instruction to help find specific types of units
New “Activate” instruction to replace launch and land and also works for other integrated components such as the admin console
New Alien and Human base explorables
Allow unlocking Greelobyte
Add secondary production to Alien Heart Shard and Human Command HQ
Add item production capability to Alien Plasma Bloom building
[b]Changes[/b]
Improve order assignment so a bot will take on more orders simultaneously from the same source (improves using Store targeting a bot and "Take All" on explorables)
Prevent recurring orders from getting sourced from something which also has a recurring order for the same item
When creating a recurring order and already one exists for the same item, just increase the amount instead of creating a separate order
Change recurring requests to ignore reserved amounts to be consumed or taken out (i.e. don't bring in more items immediately while an amount still exists but is reserved to avoid using more slots than expected)
Rename "Small Intel Scanner" to just "Intel Scanner" as there are no size variants of that component
Make clicking the register on the Intel Scanner and Hacking Tool components ask for selecting a target instead of bringing up the generic register selection
Split "Move Unit" and "Move Camera" (default bound to right mouse button) as well as "Attack Move" and "Rotate Camera" (default bound to middle mouse button) into separate input bindings
Changed map setting label from "Peaceful Mode" to "Hostility Level" to make more sense
Add uplink rate to component tooltip
Allow sending non storage slot type items from the mothership back to the surface
Adjusted alien units
Added unit argument to "Attack Move" and "Move Unit" behavior instructions to work with autobase and adjacent units
Instead of selecting any hovering drone or moving unit in a tile the mouse is over (and being able to toggle through them by clicking multiple times), select the one that is shown closest to the mouse cursor
Changed human "Auto Repair Module" component for bunker and transport to work like the AOE Repair Component instead of Repair Kit
Reduced missile launcher range to 16
Increased human rocket launcher range to 20
Added another story dialogue when unlocking gateway tech
Re-arranged some unlocks of later technology research
Deprecated "Get Ingredients" instruction, use "Loop Ingredients" instead
Increased stability values
Updated some explorable rewards and freeplay events, removed signpost rewards
Adjusted dropping of Unstable Matter
Build instruction now can only build in seen locations (like the player)
Still shoot at other targets when there are no targets matching a type filter
Adjusted uplink effect
Change recurring requests to ignore reserved amounts to be consumed or taken out (i.e. don't bring in more items immediately while an amount still exists but is reserved to avoid using more slots than expected)
Prevent recurring orders from getting sourced from something which also has a recurring order for the same item
When creating a recurring order and already one exists for the same item, just increase the amount instead of creating a separate order
Changed hacking range to 1 so you cant hack over walls
Changed gigakaiju attack pattern
Added AOE healing component to Heart Shard
Changed how Anomaly Particles spawn when mining Blight Crystal
Adjusted alien power field transfer range
Changed Hacking Tool component to reduce range (avoid hacking over walls) and increase difficulty of hacking strong enemy types
Fix for overload display on Re-Simulator
Automatically refresh data shown in Memory Viewer popup of behavior editor
[b]Fixes[/b]
Performance improvement to order assignment process most noticeably in large bases by performing more parts of it asynchronously via multiple threads
Fix constructing a single foundation tile spawning 8 more foundations around it
Fix milestone popup if multiple milestone levels are reached quickly (i.e. building a lot of buildings)
Fix dragging an area of construction sites sometimes not showing all construction previews
Fix Virus Destabilizer component being able to destroy the Space Elevator
Fix inter-multi-blueprint unit/building references getting lost when modifying the number part of the register
Fix drag-and-drop possibly getting stuck if dragging over a UI element that is removed in the same frame as the mouse button is released
Fixes for mothership repair data
Let mothership progress in the case of broken item data
Fix value selection of base register with multiple units/buildings selected not allowing input of negative numbers
Fix band selection of "Radio Event" behavior node not allowing input of negative numbers
Fix base deployment (on Command Center bot) possibly creating an invalid deployment site (over blocking structures)
Prevent creating a construction site for a bot by pressing copy/paste while having a building and a bot selected
Prevent "Edit" showing in menu for relocation site which, when used, would break the relocation process
Remove some inconsistencies with copy/paste inside the game, from outside the game, or via the library (now always allow walls and always disallow foundations)
Fix relocation losing components and stored cubes on a re-simulator running a behavior controller
Fix relocating something running a behavior using events having internal event components duplicated
Fixed explorables to not use a variable inside data table for tracking spawning
Fix leaving orders in invalid state, with potential for a game crash afterwards, when loading an old save with recurring orders which were in the process of getting delivered
Reverted change to bitwise op treating inf and not as special numbers from last patch
Add the correct AutoBase controller to the AI Faction
Added fx socket to human factory
Fix "Clear All Links" instruction preventing behavior events from working
fix for “Overloaded” display on Re-Simulator
swapped socket positions on 2M buildings to be more consistent with other buildings
Fixed visibility visual on shield effect
Added missing scalability to some particle effects
Show "running behaviors will be affected" information only when copying a behavior to Library but not when copying to Favorites
Fix logging Lua error and event components getting stuck when modifying a behavior using events running somewhere
Fix Alien Worker to show overlays (i.e. state icons or health bars) in the correct location
Fixed 2M building positioning of components so order in UI matches order shown on building itself
Fix relocation of multiple buildings when the selection includes one or more hacked explorable buildings
Fix resource duplicator not reducing resource amount by cost (broke in last experimental patch)
[b]Modding[/b]
Make Shift+F7 reload not only textures and sounds but also GLB models from mods
Reminder that Experimental is exactly that, back up your saves!
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