What changed
1 fix0 additions0 changes0 removals
fixedDear all, As you all know, V1.08 is currently under development and has made some solid progress. We'll like to keep everyone updated so that it won't seem as though as we're no longer around. The following major changes will be made: 1) Pushing has been implemented; ships will no longer go around or clip awkwardly into each other. This solution has been in our thoughts for quite some time but we didn't implement it because we don't have all the answers, ie, potential performance bottlenecks. Eventually, it had to be done because folks like u all will start asking for things like formation and so on - which can't be done with the existing code. Performance-wise we'll optimize over time in all aspects. 2) AI improvements - this has been an area that I've said that we'll improve. Currently, you might notice that despite having special faction abilities, the AI doesn't seem to use them, reducing the level of challenge you face. As of now in the development build, AI will utilize special abilities and keep tabs on units vs economy vs power/blood. 3) Multiplayer improvements - Over the last few weeks, we've been doing trial runs from different scenarios and one of the key issues we have is a bottlenecked server due to its inferior specs. As a result, the number of packets continue to come in while the server is unable to process all of them; much less to reply (send). Thus the server begins to thrash ...ie, to a performance of 1 fps or less. We're currently working on this part to iron out the thrashing issue. 4) Multiplayer lobby - Plans are already in place but we've yet to begin yet. The most likely path we'll take is: a) All Internet games must go through Steam b) Existing IP-based multiplayer will be restricted to LAN gaming only So as you can see - these are pretty much of work on our plate and chances are we'll not be as responsive as we used to over the next few weeks. Weekly patches will be halted unless something major is reported and fixed. Meanwhile, please keep the feedback coming. We'll definitely listen and improve as necessary. P.S. Not all the details are revealed here so as not to spoil your fun. But there'll definitely be more features integrated in V1.08 than those mentioned here. Thanks, Jeremy
Foresight changes
fixedDear all, As you all know, V1.08 is currently under development and has made some solid progress. We'll like to keep everyone updated so that it won't seem as though as we're no longer around. The following major changes will be made: 1) Pushing has been implemented; ships will no longer go around or clip awkwardly into each other. This solution has been in our thoughts for quite some time but we didn't implement it because we don't have all the answers, ie, potential performance bottlenecks. Eventually, it had to be done because folks like u all will start asking for things like formation and so on - which can't be done with the existing code. Performance-wise we'll optimize over time in all aspects. 2) AI improvements - this has been an area that I've said that we'll improve. Currently, you might notice that despite having special faction abilities, the AI doesn't seem to use them, reducing the level of challenge you face. As of now in the development build, AI will utilize special abilities and keep tabs on units vs economy vs power/blood. 3) Multiplayer improvements - Over the last few weeks, we've been doing trial runs from different scenarios and one of the key issues we have is a bottlenecked server due to its inferior specs. As a result, the number of packets continue to come in while the server is unable to process all of them; much less to reply (send). Thus the server begins to thrash ...ie, to a performance of 1 fps or less. We're currently working on this part to iron out the thrashing issue. 4) Multiplayer lobby - Plans are already in place but we've yet to begin yet. The most likely path we'll take is: a) All Internet games must go through Steam b) Existing IP-based multiplayer will be restricted to LAN gaming only So as you can see - these are pretty much of work on our plate and chances are we'll not be as responsive as we used to over the next few weeks. Weekly patches will be halted unless something major is reported and fixed. Meanwhile, please keep the feedback coming. We'll definitely listen and improve as necessary. P.S. Not all the details are revealed here so as not to spoil your fun. But there'll definitely be more features integrated in V1.08 than those mentioned here. Thanks, Jeremy
Dear all, As you all know, V1.08 is currently under development and has made some solid progress. We'll like to keep everyone updated so that it won't seem as though as we're no longer around.
The following major changes will be made
1) Pushing has been implemented; ships will no longer go around or clip awkwardly into each other. This solution has been in our thoughts for quite some time but we didn't implement it because we don't have all the answers, ie, potential performance bottlenecks. Eventually, it had to be done because folks like u all will start asking for things like formation and so on - which can't be done with the existing code. Performance-wise we'll optimize over time in all aspects. 2) AI improvements - this has been an area that I've said that we'll improve. Currently, you might notice that despite having special faction abilities, the AI doesn't seem to use them, reducing the level of challenge you face. As of now in the development build, AI will utilize special abilities and keep tabs on units vs economy vs power/blood. 3) Multiplayer improvements - Over the last few weeks, we've been doing trial runs from different scenarios and one of the key issues we have is a bottlenecked server due to its inferior specs. As a result, the number of packets continue to come in while the server is unable to process all of them; much less to reply (send). Thus the server begins to thrash ...ie, to a performance of 1 fps or less. We're currently working on this part to iron out the thrashing issue. 4) Multiplayer lobby - Plans are already in place but we've yet to begin yet.
The most likely path we'll take is
a) All Internet games must go through Steam b) Existing IP-based multiplayer will be restricted to LAN gaming only So as you can see - these are pretty much of work on our plate and chances are we'll not be as responsive as we used to over the next few weeks. Weekly patches will be halted unless something major is reported and fixed. Meanwhile, please keep the feedback coming. We'll definitely listen and improve as necessary. P.S. Not all the details are revealed here so as not to spoil your fun. But there'll definitely be more features integrated in V1.08 than those mentioned here. Thanks, Jeremy