Update log
Full Desynced update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Fixes
- Performance
- Store
Experimental 1.0.17857
Additions
Support copy/paste single argument values in the behavior editor
Add a simple search function to behavior editor (currently only argument values can be searched)
Allow dragging an instruction argument onto the 'Add Parameter' box to easily create and hook up a new parameter
Add freestanding comment nodes for behaviors
Changes
Count docked units and docking garages as "adjacent" for behavior instructions that act on other units
Added behavior instruction 'Set Data': Set the data part of a value (identifier, target reference or coordinate)
Changed behavior instruction 'Set Number': Make it always and only set the number (don't affect coordinate)
Changed behavior instruction 'Combine Coordinate' and 'Combine Register': Besides INFINITE, also ignore incoming NOT numbers
Changed behavior instruction 'Combine Register': Renamed argument 'Unit' to 'Data' because it can contain any data part
- Changed behavior instruction 'Separate Register'Updated explanation to match the other instructions
Changed behavior instruction 'Distance ': Enable coordinate input for constant values, fix calculation between two coordinates to match the game logic, update documentation
Changed behavior instruction 'Loop Recipe Ingredients' : Enable selection of unit types on Recipe argument
Changed behavior instruction 'Get Self': Return an optional second value that specifies the component type identifier and index of the running behavior controller
Changed behavior instruction 'Is Working': Return the index of the working component (if multiple of the same component are equipped)
Changed behavior instruction 'Load Behavior': Also accept a specific component type identifier besides just the component index
Changed behavior instructions that take a component index (i.e. 'Get From Component' or 'Set Link') to also accept a combined type identifier and index (instead of separate arguments)
Remove AI Behavior Controller restrictions from Un/Equip Component Remotely instructions and change the failure branch from "No Component" to "Failed" and handle more cases
Slight margin and size changes for many behavior nodes for a more balanced look
Extend silica spawn to higher altitudes
Disallow locating hidden enemy units by using "Follow Camera" or "View Unit" from a register
Fixes
Fix lagging of Memory Viewer window in behavior editor when there are many thousand elements
Fix component overclock not being shown in the UI for components that don't use power (i.e. integrated weapon components)
Fix re-ordering parameters in behavior editor leaving Call instruction arguments assigned to wrong parameters
Fixed direction of human ai explorer scanner effect
Fix regression of version 17832 which made components wrongfully show having their generated power amounts overclocked (i.e. a Power Cell in an M socket)
Fix Time Egg functionality breaking when a drone is docked
Fix game crash when a non-floating unit is docked and wants to move but it finds itself blocked while its garage is also a moving unit
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/511863455583568983"]
Source
