Repeated intro
Hey everyone, back with another Cubed and Dangerous update to fix some of the most recent bugs and improve some stability across more varied hardware.
What changed
2 fixes1 addition5 changes0 removals
- Performance
- Maps
- Balance
- Gameplay
changedHey everyone, back with another Cubed and Dangerous update to fix some of the most recent bugs and improve some stability across more varied hardware.
addedBug FixesWave levels had an issue where they weren't resetting the stuck enemy sweep timer correctly. This is originally intended to catch enemies that are spawning out of level bounds but hanging onto edges of the map (rare) or enemies that are otherwise too far or unreachable during a wave (also rare). The bug would not consider a new wave as... a new wave. This would result in waves sometimes considering newly spawned enemies as stuck because they hadn't had a chance to move due to the timer issue.
changedBug FixesThe result was levels 'clearing themselves' sometimes, usually after a wave that ended very quickly (common on large AOE builds, or very high move speed builds). This shouldn't happen any more, or should at least happen significantly less than it was before. A side effect will be slightly longer speed run timings if you were relying on wave nodes to be randomly "easier clears" than other nodes... but should otherwise be an improved experience.
changedBug FixesAdditionally, while reforging items multiple times it was possible to exceed some max stacking thresholds for all attributes on items. This resulted in a log error message that doesn't actually impact gameplay but will interrupt your experience to give you the "bug report window". The root cause has been improved to allow more instances of reforging before diminishing returns kick in, and to change the logging to not disrupt gameplay should the situation still occur for you.
fixedOptimizationSome enemy pathing and targeting raycasts were including layers that were not needed, and were incorrectly not filtering out item pickups and some of the practical effects that rely on bounding boxes (particle explosions, drone nuts and bolts, etc). This has been fixed now as well, which should improve some performance on lower spec CPUs that were previous struggling during very large encounters due to the extra workload on the physics system.
changedOptimizationThere have also been reports from players with videos cards much better than mine and my test machine, that frame rates can completely tank during character select. Some of this is just a quirk for how characters are rendered offscreen in this game (and unfortunately can't be easily changed), so some slight lowering of framerate will be required.
Cubed and Dangerous changes
changedHey everyone, back with another Cubed and Dangerous update to fix some of the most recent bugs and improve some stability across more varied hardware.
addedWave levels had an issue where they weren't resetting the stuck enemy sweep timer correctly. This is originally intended to catch enemies that are spawning out of level bounds but hanging onto edges of the map (rare) or enemies that are otherwise too far or unreachable during a wave (also rare). The bug would not consider a new wave as... a new wave. This would result in waves sometimes considering newly spawned enemies as stuck because they hadn't had a chance to move due to the timer issue.
changedThe result was levels 'clearing themselves' sometimes, usually after a wave that ended very quickly (common on large AOE builds, or very high move speed builds). This shouldn't happen any more, or should at least happen significantly less than it was before. A side effect will be slightly longer speed run timings if you were relying on wave nodes to be randomly "easier clears" than other nodes... but should otherwise be an improved experience.
changedAdditionally, while reforging items multiple times it was possible to exceed some max stacking thresholds for all attributes on items. This resulted in a log error message that doesn't actually impact gameplay but will interrupt your experience to give you the "bug report window". The root cause has been improved to allow more instances of reforging before diminishing returns kick in, and to change the logging to not disrupt gameplay should the situation still occur for you.
fixedSome enemy pathing and targeting raycasts were including layers that were not needed, and were incorrectly not filtering out item pickups and some of the practical effects that rely on bounding boxes (particle explosions, drone nuts and bolts, etc). This has been fixed now as well, which should improve some performance on lower spec CPUs that were previous struggling during very large encounters due to the extra workload on the physics system.
Bug Fixes
Wave levels had an issue where they weren't resetting the stuck enemy sweep timer correctly. This is originally intended to catch enemies that are spawning out of level bounds but hanging onto edges of the map (rare) or enemies that are otherwise too far or unreachable during a wave (also rare). The bug would not consider a new wave as... a new wave. This would result in waves sometimes considering newly spawned enemies as stuck because they hadn't had a chance to move due to the timer issue.
The result was levels 'clearing themselves' sometimes, usually after a wave that ended very quickly (common on large AOE builds, or very high move speed builds). This shouldn't happen any more, or should at least happen significantly less than it was before. A side effect will be slightly longer speed run timings if you were relying on wave nodes to be randomly "easier clears" than other nodes... but should otherwise be an improved experience.
Additionally, while reforging items multiple times it was possible to exceed some max stacking thresholds for all attributes on items. This resulted in a log error message that doesn't actually impact gameplay but will interrupt your experience to give you the "bug report window". The root cause has been improved to allow more instances of reforging before diminishing returns kick in, and to change the logging to not disrupt gameplay should the situation still occur for you.
Optimization
Some enemy pathing and targeting raycasts were including layers that were not needed, and were incorrectly not filtering out item pickups and some of the practical effects that rely on bounding boxes (particle explosions, drone nuts and bolts, etc). This has been fixed now as well, which should improve some performance on lower spec CPUs that were previous struggling during very large encounters due to the extra workload on the physics system.
There have also been reports from players with videos cards much better than mine and my test machine, that frame rates can completely tank during character select. Some of this is just a quirk for how characters are rendered offscreen in this game (and unfortunately can't be easily changed), so some slight lowering of framerate will be required.
The good news, thanks to a very helpful player who sadly wished to remain anonymous and not be called out for their incredible assistance on this: We've found and have fixed an issue with the render textures themselves (format changes, better size calculations and allocation logic). This should improve the issue across all hardware, with a pretty significant improvement on more modern GPUs.
Thanks everyone for checking out the game!