
This solves a major performance problem universally experienced with the game. Now players in large bases will experience a much more stable framerate; without the stuttering that plagued them.Of the many bugs that come and go throughout development, one has stuck around since the very early days. As your base gets larger, or even in the early stages of the game while terrain is being generated, players could experience occasional micropauses or freezes every few seconds. These would happen no matter what your framerate was and happened even on very high-spec machines. I won't get into too much detail here (a quick google search should yield a lot of resources) but due to the amount of simulation going on in the game it wasn't a simple thing to remedy.




















Session Abstraction
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.
Optimization
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.
Audio
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.