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We're working on a lobby system to break up the multiplayer and the game world. This will allow players to join a game before the world is created. The next step will be the preserve this lobby/player data even while cleaning up the world, then once we support being able to transition into a new one with the same set of people then round-based play is just around the corner.
While we're trying to leave the bulk of optimization until more of the core features are into the game, occasionally certain things stand-out as being strong candidates for optimization. We've identified a couple of these in the last week or two, so it's too soon to speculate on how impactful they'll be - keep an eye out on the beta branch patch notes.
As mentioned above, the team now has a dedicated audio tech/programmer! The focus in the immediate future will be sounds local to the character (ie. suit noises), with additional movement sounds to go with the just-added footstep ones.
Remember these are only intended plans and we go into them considering if they are possible. Where they're not, we will have to change and adapt, dropping what we can't do or what isn't fun. Don't consider these absolutes!
What does this allow us to do? This allows us to offer much, much bigger worlds to the players. Allowing them to explore beyond the current limit before things break, which is 5km³. We need this for vehicles such as rovers, drones, air vessels, etc...
What does this allow us to to? Potentially tremendous performance improvement, not just for multiplayer but also for single player if game objects are virtualized. This means better frame rate and order of magnitude amounts of game objects that could be supported.
What does this allow us to do? In addition to cleaning up the game setup and removing many pesky connection bugs, this allows us to restart the game while clients are connected, as well as support advanced gameplay modes such as round-based play.
What does this allow us to do? Away missions, basically. It allows you to continue game sessions over many worlds. Build a ship, fly it somewhere new, fly back to your old place. The main caveat we're likely to make is requiring everyone in the play session to migrate at once, rather than splitting the session into instances.
CAUTION: Back in September a change had the unintended result of canisters no longer taking damage when over-pressurized. This update includes a fix for that.
Known Issue with IC'sWhile not a regular section in our patch notes, we've got a major issue with IC's that is still awaiting a fix. There is an issue with some IC programs that can cause the registers and aliases to get mixed up, which can have unreliable results depending on how your program is structured.
If you are having problems with an IC program, and are unable to wait for a fix - you can resolve these issues by not using aliases and addressing registers directly. We will try get this fixed ASAP in a hotfix.
When the beta branch does get updated, you'll see the public patch notes in the #beta-changelog channel on Discord. Some patches may not contain any public change notes though, so don't be surprised if you see a blank one! It probably just had some boring change or the addition of some new art/sounds that haven't been implemented yet.
Some weeks, people complain about us having new content coming when there are still bugs - assuming this new content takes people away from fixing bugs. That's seldom the case, we prioritize bugfixing over new features. New features and content get implemented because: the programmer doing it needs a break (something fun), implementing it takes a very short amount of time (variations of existing things can take only 10-30mins to implement), others are working on core aspects of the game so the programmer isn't able to do bugfixes till they're finished.
Please consider leaving a review on the project! It's really good to get feedback and review score makes a tremendous difference. Whatever review you leave but especially if it is not recommended, please leave some constructive thoughts. There is, for example, a recent negative review saying that the game doesn't run on Linux for them. We think that's a bit unfair, as the game isn't listed as supporting Linux. We see significant drops in sales based on even a few negative reviews. Some people do change their reviews, if they listed specific things and we go in and address them