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New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#2.801_Initial_Hotfixes This one is just a couple of hotfixes, which probably are not actually that urgent but I wanted to err on the side of caution. There was one bug that could impact players upgrading from certain much-older versions of the game, and there was a super rare bug that could corrupt the occasional savegame (autosave was almost always going to rescue that situtation, but I'd still rather not rely on that). Beyond that, this also potentially improves the ability of Steam P2P networking to connect, and it also adds the ability to use Steam P2P without allowing relay through Valve's servers. The fact that LitnetLib has been outperforming Steam's networking so much so far has been really disconcerting and quite annoying. In our Steam Sockets implementation, I don't yet have a way to avoid the relay servers, but I think I have a method that will work both for that as well as allowing for multi-channel (read: faster) communications even when relay servers are in use. I'll have to experiment with those options a bit more, but hopefully we wind up with a minimum of choices (because choices can be overwhelming) while still providing reliable and simple network options for everyone. More to come soon, though my focus is mainly going to be split between art and the multiplayer stuff for a bit. Enjoy!
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