Hello everyone
The next patch has been tested on experimental and all changes have been confirmed to go live. This update is mainly focused on QOL improvements & general stability.
NOTE: This update changes part of the underlying tech for the game - whilst this has been tested and confirmed to be working, there may still be strange edge cases we missed. If you notice any sort of artifacts happening that were not happening before, please report them so they can be fixed quickly!
Questions? Comments? Concerns?
Let me know below or on our Discord server: https://discord.gg/auDgRJqtT9
v0.1.2 Patch Notes
Quality of Life:
- Blueprints can now be queued outside your claimed area without needing a reclaimer.
- Builder drones now remain operational during a power outage, and will prioritize power production
- Removed the ability for enemies to spawn in claimed areas during decryption events
- Queued reclaimers now have a "preview area", allowing you to better plan expansions
- Cargo drones now refund unused resources as a temporary measure to avoid resource-loss
Bug Fixes:
- Fixed cargo drones not delivering to unset storages
- Fixed regional boosters not affecting drones
- Fixed incorrect status indicators on collectors, causing them to sometimes error out
- Fixed safeguard beacon causing errors when placed near the hub
- Fixed research progression to use Scoria instead of Nitrium
- Fixed missing texture on advanced crafter
- Fixed all remaining techs to ensure the game can be completed from start to finish
Core Tech:
- Added a new force-terminate utility for the entity-manager, which will forcefully remove any entities that do not successfully finish their update loop. The goal of this utility is to ensure worlds continue operating when experiencing issues that cause the EM to freeze up. In the case an entity is terminated, it will be logged so that it can still be accurately reported without locking your save up temporarily. This requires further testing to try and discover any edge cases where this may cause other issues to arise.
- Refined off-screen calculation for turret that will drastically improve performance, especially on lower-end hardware where entities may appear to "skip" every so often.
- Began work on async loading for saves, allowing them to load without clogging the main thread. This should be semi-noticeable in v0.1.2, but will not see it's full potential until a later update. Additional improvements are being worked on and looked at to improve overall loading times.
[ 2023-08-20 22:01:56 CET ] [ Original post ]