Greetings Pioneers!
The past few weeks we have been debugging, profiling and optimising. So without further delay.. Kabam! we call this release the bug zapper!
We have primarily focused our efforts on reducing load times and finding out what has been causing server de-syncs and hanging. Both of which have been causing Pioneers to become disconnected, or even prevent them from joining and re-joining entirely.
Massive thanks to all those who have been helping with testing and catching issues, you’ve been a real help.
- Added ‘Initialising’ label for server screen when a server has not fully loaded
- Moved hive spawner out of C21 Base location
- Increased player inventory slot limit from 78 > 100
- Crash fixes.
- Fix for decorator holograms that intersect with other objects displaying as blue when they should be red.
- Fixed an infinite loop which would cause games to hang/crash or the server to hang/crash when building outside of A.I. navigation areas.
- Fix for Ability to dupe items with the transfer all button.
- Fix for ‘unknown error’ pop up sometimes appearing when crafting in a utility.
- Fix for Eden Kit placement not always claiming all blocks under the shield.
- Fixed Deployment UI unusable with > around 10 Replication Units, as the list would disappear offscreen.
- Fix for durability factor applying health incorrectly to blocks when changed.
- Fix for when damaging abandoned colony bases caused them to heal instead.
- Player character optimisations.
- Cleaned up duplicate foliage managers which were causing needless amounts of traffic on the server.
- Cleaned up asset collisions to improve navigation.
- Removed unneeded AI volumes from outside playable area (should reduce load times slightly).
- Multiple multiplayer optimisations (this will be ongoing).
- Possible fix for sometimes walking on water (Jesus bug)
- Fix for being able to build underwater (it was a bug that you could).
- Fix for energy blade audio remaining on sometimes.
- Potential fix for persistent laser turret PFX.
- Fix for VR apps launching with the game when they shouldn’t.
- Fixed several bugs incorrect actor collisions and placements in the level.
- Fixed several places the player could get stuck.
We hope your experience is a lot smoother after this build. As always you can keep up to date on development and throw feedback over to us on our Public Trello boards.
See you in the fray,
– Team Flix