Whew, this one is absolutely giant. It’s mainly focused on polish and bugfixes, but it has a number of DLC3 features in there as well. I was hoping to get out of beta last week, but there were too many things that have needed attention. I’m happy with the progress that is happening now, though.
This new build includes some performance improvements for extreme faction situations, which allows factions to detect poor performance and then throttle themselves. We had a save with a ton of intensity 10 factions in it that were getting over a million units in the game, and the performance was really suffering. Now it scales up way less rapidly in there, and the performance is much better. If we are alerted to other poor-performing faction saves, we now have tools where we can fix those up when the saves are provided. This is also something that modders can make use of.
DLC3 changes abound, such as the Elderlings having some new hacks you can do against them, and lots of Wild Hives updates, and Necromancer updates… the list is long.
Bugfixes are really voluminous here in general, too. A lot of multiplayer fixes are included, but there are also many single-player ones. There were also some really nasty bugs relating to pooling of units in really high-load games, and those are now fixed. A couple of these things were pretty giant amounts of code surgery, and some of those will give a few errors in the short term rather than silently doing something wrong. As we find those, we’ll fix them and then they also won’t have errors. At the moment we’ve fixed a few hundred cases of those, but there are likely more lurking (none have shown up in testing at the moment, but that’s not an ironclad thing by any stretch).
A lot of this had to do with making things more resilient when the game is under extreme load. Making it work more correctly in those cases, as well as making it not run as slowly in those cases.
Mod-wise, Civilian Industries has seen a bunch of updates from StarKelp, and they now perform a lot better and send less data in multiplayer, too. Existing civilian industries games are broken, but all other saves are fine.
StarKelp also added a new Lost Humans mod, which is a cool new thing that allows for Travelers and Lost Colonies to spawn out in the world. This is a unique mod in that it uses a non-faction-based mechanism to have these work, which is a first among mods. Very cool feature that is also very low-load.
More to come soon.