Unreal Engine uses a networking process called replication to sync stuff between players. This doesn't network everything at the same time.
If two players are on a server and player 1's shirt loads in on player 2's game (for example), we want to set it up so the shirt's color is synced to player 2.
The clothes color is on the item itself in player 1's inventory.
If the shirt loads before the inventory loads, there's no color data, so a crash could happen.
This is infrequent & preventable, and we often check and test to ensure this never crashes. Most of the game is secured against this. However if even one part of the code has this bug, the game can crash.
We made the inventory data code a lot faster in a recent hotfix but that had the result of causing all these crashes.
Why did I crash specifically
As of this writing, based on people who crashed and submitted the crash reporter in the last 12 hours:
929 of you crashed because a firearm's attachments didn't load properly
61 of you crashed because someone shot a firearm that hadn't fully loaded
25 of you crashed because someone reloaded a firearm that hadn't fully loaded
9 of you crashed because the UI was trying to display the item count for an unloaded item
26 of you crashed because you tried to dismantle an unloaded item
6 of you crashed because you tried to equip a desynced item to a utility slot
72 of you crashed because of a low level Unreal Engine rendering bug, or you ran out of VRAM
Around 50 of you crashed because of an Unreal Engine low-level bug
The above has been fixed (at least the item related ones).
Thank you for submitting your crashes. Without them we would not have been able to detect or fix these easily.
Will multiplayer crash from this problem after this update
Probably not. We have rolled back how we access inventory items with this hotfix. This may result in some weird desync in multiplayer but at the very least it won't be unplayable anymore.
Hello castaways. We have deployed a small patch to address some immediately-needed fixes.
Patch notes
New
Added a temporary pumpkin that you can harvest to build a pumpkin scarecrow. New resources are available on new games.
Fixes
Fixed shark fin and teeth disappearing when leaving it somewhere else other than your backpack and saving and loading. The issue was that the objects contained no object ID, thus the save file containing no data at all.
Fixed metal shelves disappearing and having corrupted textures.
Fixed ring treasure disappearing (lagoon island).
Fixed tutorial wrongfully getting enabled and getting stuck, and inability to complete it.
Quality of Life
Tutorial, crafting, blueprints and quest entry titles localization.
- Range weapons headshot multiplier from x12 to x15 - Range torse shots from x2 to x3 - Energy recovery from range weapons increased between 10 and 25% depending on the limb - Metallic skin is now more prioritized in low enemy health, avoiding early use of the ability. - Dodge cooldowns slightly increased on enemies. - Added 2 new screen resolutions. - Added 3 new submodules. - Medium structures now prioritize Ancestor's Arsenal and Mutation builders.
689: Release Version 1.2.18 October 27, 2024 12:59 AM EST • There is a new boost to finding rare runes that increases with your party size. A full party receives a significant bonus. • A minimum level of 25 is required to received the normal King reward. • A minimum level of 50 is required to received the nightmare King reward. • A minimum level of 75 is required to received the hell King reward. • You can now mention players in chat using @Name format in a message. • A new user interface setting allows you to set the opacity of your chat windows.
Our game "Sewing Machine Simulator" is now on sale, with a 30% launch discount lasting for a week. We welcome everyone to come and experience it~ P.S.: Due to Steam restrictions, there are many game achievements, but we can currently only upload 100. When the restrictions are lifted after the release, we will upload the remaining achievements.
If you have any feedback, please feel free to contact us at efanjoy13@gmail.com!
We're dropping anchor to bring you the next Sea of Survivors update!
The Shifting Isles
Hidden deep within the murky waters of the Shifting Isles, the Curseweavers gather, toiling in unity, weaving curse after curse on one another with singular purpose, uniting the world under a nightmarish order, by bringing forth the Great One.
In the Shifting Isles, there's many secrets to discover:
3 new weapons
3 new bosses
10 new enemies
35 new locations
21 new bounties
21 new treasures
Other Changes
The Shifting Isles come with a lot of other changes:
The Grand Deep has been completely rearranged
The Dutchman has a new moveset
The barrel dropping sloops have completely new art
Some Raids now require kills to complete, instead of time
There's a new Raid UI for counting the seconds left or kills required
Renamed preparation to charge
New weapon charging UI for visualizing cooldown/charge interactions
Coin treasures now immediately give doubloons, instead of waiting until the end of the run
Make Pegleg always give 5 Amount - we've added more ways to build amount, and more ways to duplicate treasures, and we cannot make computers/enemies keep up with the old pegleg.
Lightning bounces now scale with the Amount stat
Removed the Bounce stat - Bounce turned every projectile weapon into lightning, making them all feel the same, as well having negative impacts on weapon balance and performance, so we've made the call to cut it.
Islands now have a sea foam VFX effect applied
Whats Next?
This update took us awhile, we had to rebuild a few systems to allow us to add all the new content, going forwards, we're going to be doing smaller more frequent updates. We're still not sure how we're going to split the next area up into smaller updates, but the next updates will come a lot quicker than this one did!
Next on our list while we figure out how to break up the next area:
1. Fixed the issue that too many Dreamstones would cause the player to get stuck after entering the store. 2. Fixed the issue that too many Dreamstones would cause the player to get stuck when digging for Dreamstones in the rest area. 3. Fixed the issue that the card "Saliva Viscosity" upgrade had no effect. 4. Fixed the issue that the card "Metronome" would also trigger the effect when using non-hand cards. 5. Digging for Dreamstones in the rest area can be canceled now.
If you encounter any bugs, you can send your log files and related information to the email address NakuKinoko@gmail.com or contact us in the community. The log files are located in the directory "C:\Users\{UserName}\AppData\LocalLow\Naku Kinoko\Hypnosis Card 2 Happy Life" as Player.log and Player-prev.log.