Full notes
Full MoteMancer update
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Repeated intro
Greetings Mancers!
What changed
- Performance
- Fixes
- Gameplay
- UI and audio
Experimental has been pretty stable, so the updates to help performance are being rolled into the live game. There are more coming, but it's a good break point to migrate what's working well into the main build.
There's also a fix for old saves having rare odd research tree states, and some polish to post-portal tutorial beats.
Updates
Presentation updates to post-portal Tutorial corner.
Fix for a rare bug when loading old save files creating bad research tree states.
Structures now run on a fixed simulation tick rate.
VFX and Sprites have improved culling logic.
Improved batching on Structure rendering.
Player shadow should render smoother now.
First music track on the Fire plane is now appropriately a Fire track instead of Life.
v0.4.041 update A handful of behavior bugs caused by performance improvements should now be resolved:
Streamway Deltas should no longer seize or throttle
Player Inventory should be back to 9x9 instead of 6x12
Charged Lodestone should now work as expected
v0.4.042 update Additional edge-case bugs caused by performance improvements should now be resolved:
A delta connected directly to a slab could stop processing if the slab trickled slowly but never fully fell asleep.
Anytime a belt is placed and it modifies one of its neighbor chains, the neighbor chain may need to split itself.
Sometimes if a belt entity became culled, its position would stop updating and it would appear invisible on the belt.
Unlocking a recipe will wake up all production structures to see if they can now create things.
v0.4.044 update
Fixed a bug that caused Czech default language (and possibly other languages) to not be able to load saved games.
Thank you for your patience and bug reports!
Source
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