What changed
1 fix1 addition1 change0 removals
fixedGeneralHosts no longer outright stop in multiplayer if a client is too far behind. Instead, the client tries to run faster (as it already was, but it does an even better job of it now), and the host starts running sim-steps a bit slower, too, to allow the client to catch up. Between the two of them, they should now converge in these cases, and it should stop the "everyone gets stuck with things being 2.1 seconds behind." Also fixed a bug that was causing some cases of this to get essentially softlocked in multiplayer when the client is that far behind; it shouldn't happen at all that way anymore.
addedGeneralAdded a new setting in the networking section of the setting menu: Host Only: Adaptive Frame Budget Under Load. EXPERIMENTAL. Only does anything on the host (or in single-player). When sustained load makes simulation steps take longer than the usual ~100ms, the host automatically does fewer, BIGGER simulation steps (and spaces them further apart) so each step has more time to compute, while keeping the game running at the same speed you chose. It eases back to normal once the load passes. This can keep a heavily-loaded multiplayer or single-player game running smoothly at its intended speed instead of falling behind, at the cost of slightly coarser simulation while it is engaged. When off, behavior is exactly as before.
changedHeart of the Machine 1.0 Is Out Now!https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
AI War 2 changes
fixedHosts no longer outright stop in multiplayer if a client is too far behind. Instead, the client tries to run faster (as it already was, but it does an even better job of it now), and the host starts running sim-steps a bit slower, too, to allow the client to catch up. Between the two of them, they should now converge in these cases, and it should stop the "everyone gets stuck with things being 2.1 seconds behind." Also fixed a bug that was causing some cases of this to get essentially softlocked in multiplayer when the client is that far behind; it shouldn't happen at all that way anymore.
addedAdded a new setting in the networking section of the setting menu: Host Only: Adaptive Frame Budget Under Load. EXPERIMENTAL. Only does anything on the host (or in single-player). When sustained load makes simulation steps take longer than the usual ~100ms, the host automatically does fewer, BIGGER simulation steps (and spaces them further apart) so each step has more time to compute, while keeping the game running at the same speed you chose. It eases back to normal once the load passes. This can keep a heavily-loaded multiplayer or single-player game running smoothly at its intended speed instead of falling behind, at the cost of slightly coarser simulation while it is engaged. When off, behavior is exactly as before.
changedhttps://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Full release notes here.
Multiplayer fixes and additions, and a Dark Zenith update.
5.819 Changelog
General
Hosts no longer outright stop in multiplayer if a client is too far behind. Instead, the client tries to run faster (as it already was, but it does an even better job of it now), and the host starts running sim-steps a bit slower, too, to allow the client to catch up. Between the two of them, they should now converge in these cases, and it should stop the "everyone gets stuck with things being 2.1 seconds behind." Also fixed a bug that was causing some cases of this to get essentially softlocked in multiplayer when the client is that far behind; it shouldn't happen at all that way anymore.
Added a new setting in the networking section of the setting menu: Host Only: Adaptive Frame Budget Under Load. EXPERIMENTAL. Only does anything on the host (or in single-player). When sustained load makes simulation steps take longer than the usual ~100ms, the host automatically does fewer, BIGGER simulation steps (and spaces them further apart) so each step has more time to compute, while keeping the game running at the same speed you chose. It eases back to normal once the load passes. This can keep a heavily-loaded multiplayer or single-player game running smoothly at its intended speed instead of falling behind, at the cost of slightly coarser simulation while it is engaged. When off, behavior is exactly as before.
Zenith Onlsaught
DZ Transports now fly directly to their destination on a planet, rather than pausing for an extra LRP cycle. This should be a buff, since their transports will all move around more quickly. It also will look more clean
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733840048
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/