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Steam News16 October 20169y ago

October Update

Single Player Combat The latest build on the main branch now includes basic single player combat. At the moment this is limited to one level, but will likely expand with feedback from players.

Full notes

Full Fracture the Flag update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions2 changes0 removals
  • Server
  • Performance
changedNetwork DisconnectsThis build also includes the ability to self report on multiplayer disconnects. The game will be gathering data on the number of npcs, number of bricks (walls), and the ip address for location purposes. These three factors are the key suspects in causing the disconnects. Development will now shift to solving or reducing the disconnects. This will be done by attempting to reduce the number of messages sent from player to player. Another option is to allow players to connect to more local servers - getting player locations will help to determine if this is a good solution. Please report multiplayer disconnects on this thread the more info the quicker a solution can be found.
changedUpdate 10/16Changes have been made to the way the workers data is sent between players. This cuts the number of messages sent by each worker by a factor of 50 and seems to reduce the needed bandwidth as well. The hope is this will provide more stability and fewer disconnects.

Single Player Combat

The latest build on the main branch now includes basic single player combat. At the moment this is limited to one level, but will likely expand with feedback from players. Feedback on difficulty, fun factor and bugs are always helpful for the further development of FTF.

Network Disconnects

This build also includes the ability to self report on multiplayer disconnects. The game will be gathering data on the number of npcs, number of bricks (walls), and the ip address for location purposes. These three factors are the key suspects in causing the disconnects. Development will now shift to solving or reducing the disconnects. This will be done by attempting to reduce the number of messages sent from player to player. Another option is to allow players to connect to more local servers - getting player locations will help to determine if this is a good solution. Please report multiplayer disconnects on this thread the more info the quicker a solution can be found.

Update 10/16

Changes have been made to the way the workers data is sent between players. This cuts the number of messages sent by each worker by a factor of 50 and seems to reduce the needed bandwidth as well. The hope is this will provide more stability and fewer disconnects.

Source

Steam News / 16 October 2016

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