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A player recently voiced their concern of how I haven't been working on single player recently, I wanted to address that openly a bit. I am planning to continue working on multiplayer for the next two weeks, to try and get it as stable as possible for Christmas. If things go well I will add the multiplayer tags and information to the Steam store page. Single player development, which will from then on include multiplayer development as one, will continue as normal after that. The first pass that I made at multiplayer last year around this time was like learning a new language and caused a lot of head scratching and headaches. It took several months just to get things connecting and then I burnt out. I made a second pass at multiplayer earlier this year and was able to get things "working", but again, I got swamped with upgrading so many different things using skills I was still not very familiar with and burned out pretty hard. This time around I'm finding that things make a lot more sense to me. I've made small improvements to a lot of the basic back and forths between the client and server with this patch, and honestly most of the "manual labor" type of work is out of the way. There is still a fair amount of tiny things like, skills upgrade not showing that they've upgraded immediately, and interface "callbacks" like that that I need to improve/get working this week, but the game is starting to run pretty normal in multiplayer mode. The public server I'm renting has been up for over 24 hours without a hitch, though there are certainly still some known bugs to tackle. Having said that, what I'm doing now with multiplayer is really just catching up to where single player is. Once multiplayer is in a better position I will not necessarily return to single player, but continue developing the game to work in either mode. Single player is really just a "host" that doesn't allow anyone to connect to it anyway. Wrapping your head around the idea of a single object being on 3-12 different computers, each with different levels of authority, and what they should be doing with the data provided to them starts out very daunting and confusing, but I've a much better handle on it now, and can code things from here on to work both in and out of multiplayer, rather than upgrading things from single player in clumps. I wasn't feeling well the later half of last week and didn't post, though I did silent patch beta a few times, whose patch notes are included below. As there are some live bugs fixed with these patches I will be looking to patch live shortly, regardless of multiplayer progress. v 0.6.1.12 2019.12.09 - Added an "autoRestart" field to the server configuration file, defining minutes to auto-restart, the default of 0 meaning disabled - Fixed resource scanners not accepting the proper resources for range upgrades - Fixed right-clicking on items in multiplayer - Fixed splitting stack in multiplayer - Fixed bow/equipment change errors in multiplayer - Fixed non-procedural towers in multiplayer - Fixed hunger in multiplayer v 0.6.1.11 2019.12.07 - Added notifications for players joining and leaving multiplayer server - Disabled Unity Anonymous Error reporting for multiplayer hosts - Improved detection of reboot worthy errors for multiplayer hosts - Fixed not being able to reselect buildings placed on floating islands - Fixed returning to the main menu disconnecting Solace Crafting and Steam v 0.6.1.10 2019.12.03 - Map data for multiplayer clients is now stored locally - Fixed schematics not letting you adjust their level, tier, rarity, and material - Fixed schematic made items not displaying materials - Fixed doors, hatches, and shutters throwing harmless errors on multiplayer - Fixed spider's nests, hornet's nests, and scale bug nests not spawning properly on multiplayer v 0.6.1.9 2019.12.02 - Fixed tear/monoliths not showing up on the map - Fixed multiplayer map data requisiton - Fixed phantom resources on multiplayer You may need to restart Steam for the update to begin. To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
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