Last night, we solved several critical issues causing poor stability and heavily reduced the amount of "Kick to Orbit" errors as you can see in this graph.
We are closely monitoring the player population and will be increasing server capacity throughout the day to ensure the game remains in a stable state. As the population increases, players may hit a queue, but our goal is to get everyone in as swiftly as possible. We encourage everyone to jump into The Final Shape today, and we thank you for your patience.
This update contains one major upgrade to Skullgirls 2nd Encore's networking on Steam and a small handful of bug fixes. Read on for more details:
Steam Networking Update
There have been some elevated reports of connectivity issues with the Steam version of the game. This included, but wasn't limited to:
The game disconnecting in the middle of gameplay after playing with the opponent for some amount of time. Usually a handful of rounds.
The game disconnecting in between rounds or when loading into the very first round from the character select screen.
Other issues where connections can’t reliably be established between two players for whatever reason.
Hoping to address these issues and future-proof Skullgirls, we have upgraded the underlying Steam networking code to the latest version. This means Skullgirls now leans more on Steam to find and establish the best possible connection between players, either via direct connection or via Steam's datagram relays.
As part of this update, we've also updated the in-fight connection indicator. The "connection bars" have been replaced with a ping display.
This ping display operates using the same logic as the ping previews that exist in lobbies and quick matches. The color of the ping reading may change from green to yellow, or yellow to red, depending on ping and the jitter which is calculated in the background.
You can keep the in-game ping display on during the entire fight by using the Steam launch option
-showping
Also in this update, ping times are averaged over a shorter duration of time compared to before. Small adjustments and hiccups in your ongoing connection will make a bigger difference on the ping display, whereas before they may have not been reported.
We have high hopes that all these changes will improve the online experience of Skullgirls 2nd Encore, but any issues can be reported using the following channels:
Controller improvements - Fixed issue where controllers could not navigate to demo only levels from level selector. - Fixed issue where controllers could not summon pause menu from WASD levels. - Made demo complete buttons controller navigable.
Chapter 1 - Fixed issue where ELON would be unable to complete his path but he would try anyway instead of tantruming as intended.
It's been a while since I posted an in-depth development update. Even though I would like to announce more changes and so forth, all of that is temporarily being put aside. I need to announce something that changes the course of ENDGAME as an update and FIREFIGHT's future going forward.
For starters, ENDGAME won't be the update I originally promised upon its release. I wanted to add a newly revised custom weapon system, more NPCs like the Alien Swarm Drone, and more additional things. However, due to the broad scope of the update, these are planned to get pushed to future content updates or be shelved. This is to ensure that ENDGAME is a complete and stable experience on launch and any content originally planned for it will have a stable base to stand on top of. In addition, I want to release updates more regularly, on a semi-yearly basis. I don't have a specific roadmap for future updates, but I do plan for each update to be themed around something, much like older FIREFIGHT RELOADED updates.
I didn't want to do this, but one of my greatest fears for ENDGAME is me releasing an experience that worsens FR, rather than improves on the mod itself. I apologize if this news will disappoint some, but I assure you that ENDGAME will be worth the wait, even if the content provided isn't worth waiting....uh....
SIX YEARS?? IT'S BEEN THAT LONG ALREADY??
I am so sorry for taking so long to release this, but I had a lot of things I was preoccupied with, and as such ENDGAME became more of something I would work in the background. The update is incredibly ambitious in scope, and as such it was hard to focus on it solely while also having other projects in the background. Despite changing things around, I feel like I'm at a point where I feel the update meets a lot of the core goals I wanted it to meet, and I feel like it's definitely a necessity for it to release as soon as possible.
I know I said I didn't have a roadmap for FR's future update, but I do have one for ENDGAME.
1. Soundtrack completion. I plan on releasing the finished soundtrack on Steam, YouTube and Bandcamp before the final release of the update. 2. Integrate the soundtrack with the game using a music playlist system. 3. Final rebalancing and retuning of enemies. (Metrocop aces will get their chance to shine) 4. Adjustments to the Advisor boss fight. (yes, there's a boss fight now. ːhappy_creepː) 5. Additional polishing up for release.
I plan on hopefully having the final update out later this year or early next year. I promise though, that it will indeed see a release this time. Such a long wait for an update is unprecedented for me, and as such I will try not to have these extremely long wait times for an update in the future.
Again, I apologize for any inconvenience. The core goal is to get the update out ASAP.
I appreciate everyone's patience as I continue to get the update to a stable state.
As promised, we are back this week to celebrate our favourite event of the year: Wholesome Direct 2024!
The kind folks over at Wholesome Games have prepared another showcase of over 70 cozy indie games for you, and have assembled a bunch of awesome streamers to present them to you over on Youtube and Twitch on June 8, at 12 pm ET / 6 pm CET!
As we said last week, we also have some Tiny Bookshop news to announce, so what better platform than Wholesome Direct to get them to you all! Tune in on Saturday to find out what we have in store for you!
Hope to you see y'all in the chat, your faithful neoludics
⚽️ Step into the legendary 5-player Dash Cashgame with a buy-in of 50M chips! 💰💥 Find this prestigious Saloon in the Featured tab from June 5th until June 18th.
⚽️ Don't miss your chance—play in the Trophy Room TODAY! 🃏✨
HUMANITY Stage Jams challenge our growing community of USER STAGES creators to make new levels around a central theme. The theme for June 2024 is SHIBA GAME FEST, a call for creators to use inspiration from video games and game culture as a basis to design something new!
Since the launch of HUMANITY, we've seen players use the mechanics available in STAGE CREATOR in unique ways to mimic other games—while including puzzle-solving aspects to boot! Or create giant monuments to favorite characters. Or bring entirely new genres to HUMANITY. That's what this month's Stage Jam is all about!
https://discord.gg/enhance and share your creations in the #share-a-stage channel, chat with other creators in #creator-workshop, and join our Stage Jam Hangout event (date TBD). Discuss stage creation ideas, learn more about creating stages, or play stages together.
Throughout June, we’ll also be streaming SHIBA GAME FEST stages during our weekly HUMANITY Hub Community Streams. Follow our Twitch channel to be notified when we go live (typically Wednesdays at 4 pm Eastern / 1 pm Pacific).
JUNE 2024 STAGE JAM: SHIBA GAME FEST
How to participate (it’s simple!):
📖 Create and upload new stages (not something previously shared, please) inspired by the monthly theme. Feel free to interpret the theme any way you want!
🏷️ Don’t forget to share with the monthly Stage Jam tag (in this case, it’s GAME FEST JAM)
✏️ Share your jam creations in #share-a-stage and works in progress in #creator-workshop on Discord.
🎮 Play and discuss stages made by other creators.
🗣️ Join our monthly HUMANITY / Stage Jam Discord Hangout (date and time TBD).
Jam guidelines:
1. We ask that participating stages be new creations designed after the jam theme’s announcement, not something that you have already created or uploaded.
2. Have fun, and encourage others who are designing.