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Steam News12 March 201610y ago

MAJOR Update v0.2!

Hey Everyone! Update 0.2 is available now, its a pretty big one and I think you should take a look!

Full notes

Full Megatect update

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

Repeated intro

Hey Everyone! Update 0.2 is available now, its a pretty big one and I think you should take a look!

What changed

0 fixes0 additions2 changes0 removals
  • Compatibility
  • UI and audio
changedMultiplayer:Thanks to an awesome plugin being created by Karsten Megatect now runs with a uPNP punch through system, which on initial tests worked! This means public multiplayer should now FINALLY be working! This system is still in Beta itself so if you encounter any problems connecting to hosts or having people join your matches please let me know! Hosting a match is now done differently as well. Instead of loading a map first, you instead go to multiplayer -> host match, which will bring u pa Lobby window. From here you can load up any map regularly or create a new map, and when you want to play a different one you can go back to the main menu without everyone having to disconnect! This also ensures everyone will always load the full and proper map. Along with multiplayer now having a shot I've overhauled the game mode system entirely and added Team deathmatch rules as well! Right clicking the world node will now bring up a more complex list of options, Game modes will only become available to test / play when all the conditions on the checklist screen are met. Enemy and turret spawners can use the team system as well, and yes, they will fight each other!
changedBuild Mode:I really want to thank Floyd^A^ for making such huge and awesome maps, thanks to those I've found a way of joining blocks to a point where block count no longer seems to effect the frame rate! on normal graphics settings I've gotten his 'Midtown Airport' map to run at 40fps, on low it hits over 70fps! I've also added in a new Interior lighting system. While not always right it solves the issue of pitch black rooms by applying an ambient light based on the surrounding glowing blocks. This means that almost any block with a glow color will now be able to light up the area. when playing you'll see the limitations, but I feel the overall effect is more valuable for now Here's the full list of changes. Thank you for your patience with this update, it took a while but hopefully it was worth it! Added: - HUGE performance boost on large maps! - Interior Proximity Lighting System! - Multiplayer Overhaul! - hosting and joining all done through main menu - new game mode props at the world node - Deathmatch Game mode now works - Added Team Deathmatch game mode - added Chat lobby to main menu - select game type from a dropdown before starting match - select a gird after hosting to load in multiplayer - added Teams - Team Deathmatch game mode added - Added Team Property to player Spawners - added Enemy/ turret Team property to spawners -> Enemies will fight each other! - added Pulse Generator for timing puzzles - New Player Skin Changed: - middle click now copies properties - fixed tube collisions - adjusted camera - fixed bots not using jump pads in build mode - Fixed pressure plate - Removed fire rate on Blaster hazard - use with pulse generator

Multiplayer:

Thanks to an awesome plugin being created by Karsten Megatect now runs with a uPNP punch through system, which on initial tests worked! This means public multiplayer should now FINALLY be working! This system is still in Beta itself so if you encounter any problems connecting to hosts or having people join your matches please let me know! Hosting a match is now done differently as well. Instead of loading a map first, you instead go to multiplayer -> host match, which will bring u pa Lobby window. From here you can load up any map regularly or create a new map, and when you want to play a different one you can go back to the main menu without everyone having to disconnect! This also ensures everyone will always load the full and proper map. Along with multiplayer now having a shot I've overhauled the game mode system entirely and added Team deathmatch rules as well! Right clicking the world node will now bring up a more complex list of options, Game modes will only become available to test / play when all the conditions on the checklist screen are met. Enemy and turret spawners can use the team system as well, and yes, they will fight each other!

Build Mode:

I really want to thank Floyd^A^ for making such huge and awesome maps, thanks to those I've found a way of joining blocks to a point where block count no longer seems to effect the frame rate! on normal graphics settings I've gotten his 'Midtown Airport' map to run at 40fps, on low it hits over 70fps! I've also added in a new Interior lighting system. While not always right it solves the issue of pitch black rooms by applying an ambient light based on the surrounding glowing blocks. This means that almost any block with a glow color will now be able to light up the area. when playing you'll see the limitations, but I feel the overall effect is more valuable for now Here's the full list of changes. Thank you for your patience with this update, it took a while but hopefully it was worth it! Added:

  • HUGE performance boost on large maps!
  • Interior Proximity Lighting System!
  • Multiplayer Overhaul!
  • hosting and joining all done through main menu
  • new game mode props at the world node
  • Deathmatch Game mode now works
  • Added Team Deathmatch game mode
  • added Chat lobby to main menu

select game type from a dropdown before starting match - select a gird after hosting to load in multiplayer - added Teams - Team Deathmatch game mode added - Added Team Property to player Spawners - added Enemy/ turret Team property to spawners -> Enemies will fight each other! - added Pulse Generator for timing puzzles - New Player Skin Changed:

  • middle click now copies properties
  • fixed tube collisions
  • adjusted camera
  • fixed bots not using jump pads in build mode
  • Fixed pressure plate
  • Removed fire rate on Blaster hazard
  • use with pulse generator

Source

Steam News / 12 March 2016

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