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Full Dwelvers update
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What changed
- Performance
- Compatibility
- Maps
Dwelvers changes
Hi all,
Dwelvers V1.1.5 beta testing version is now released. Improved pathfinding, optimization and AI bugfixing have been the goal for this release.
I have a date in mind for leaving the Dark Sister beta mode and join the Dark Mother for real: June 26th – just two weeks away. If you have time, please report any bugs you encounter so I can prioritize fixes before the release.
How to Access the Beta
To opt into the beta, use this code:
tuK82JR1JgNsK1OC
Right-click on Dwelvers in your Steam Library
Choose Properties → Betas
Enter the code and select the beta branch
Improved Pathfinding
I took the time to scrap the old system where the pathfinding relied on rooms and replaced it with a pathfinding system that instantly find the shortest path from any point on the map to any other point on the map. This is an improvement from the old system because it is faster, and that the old system could take some detours. The backside is that the memory the game uses have increased with about 1 GB, bringing the games total memory usage to something around 5 GB (unless you play a 100x100 map). But I find that acceptable with todays standard.
Optimization
Since a long time ago I have been using threading in Dwelvers, but something has always bothered me, it never felt like the threads were using the computers max processing power. The loading phase always brings the CPU usage up to 80% - 90% for faster loading. But in game only 5% were used. Which for my computer is about using 2 processors. for my computer.
This made me look closer into how I handled the threading, and one big clue was that I could reload the same level over and over again and get different CPU usage each time - It seemed like different threads were using different processing power.
After some research I found that each thread were assigned a specific processors, meaning that if I had 6 threads running simultaniously could all be assigned to the same processor, and what is even worse, they could be assigned to the same processor that the OS was using.
So the solution was that I assigned the threads manually to different processors - and the result was HUGE. I was able to bring the framerate up from 50 fps to 70 fps. And if we compare with the 1.0 release I have more than doubled the fps.
Solved bugs
(1.1.3) - Bugs related to the Possession spell Creatures sometimes climb up and down the ladder Bug (1.1.4) - Reinforced walls in one column are immortal Road construction sites disappear after reloading the game. builder getting stuck when building walls Workers closest to the wall do not dig it out. Workers closest to the wall blueprint do not build it. After placing all the required items on the construction site, the structure does not always begin construction immediately Bug (1.1.3) - Structures are not buit immediately after all resources are placed Bug (1.1.3) - Creatures often choose to climb ladders instead of taking the path on the same level of terrain Bug (1.1.2) - Creatures changes the way to Rally Flag if there's another portal closer to it
Thank you all for playing and supporting the game!
/ Rasmus
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