Full notes
Full Kiloton update
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What changed
- Gameplay
Desync Fixes
Some new approaches to reigning in the gamestate in the long run. I had been previously trying to prevent floating-point math based desync. That never really worked that well. Now we're trying some bandaid fixes! The good news is that they're pretty good bandaids.
Texel Team buffer checksum & sync
Texel Population buffer checksum & sync
Host-Authoritative City Sync waves
These three sytems effectively force the host's version of the game onto all the clients whenever they fail a test. This will cause a little bit of rubber-banding - cities uncapturing themselves, etc, but it stops the game from drifting into a crazy desynced end state.
Rejoin Fixes
An old and annoying bug was that starting a new game after exiting an old one sometimes caused a white screen. Shutting down the connection between attempts worked for some people, but not others.
Tracked down some stale static data and references that were screwing up the game-scene entry point after a reload
"RESTART" Command
One commonly requested feature was the ability to relaunch a multiplayer lobby with the same folks, without having to quit to menu and retype in all the codes. I never added this because of the above bug making it necessary to purge sessions. Now it works! The host just types in "RESTART" in the pause menu to start a new multiplayer session with all still-connected clients.
Thanks for putting up with my crappy multiplayer code guys, please report bugs to the discord
-spacemann
Source
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