What changed
6 fixes2 additions0 changes0 removals
- UI and audio
- Fixes
- Gameplay
- Performance
fixedSummary: This update introduces multi-threaded simulation dispatch, allowing independent subsystems and creature updates to run in parallel across worker threads with automatic core detection and graceful fallback on low-end hardware. Several player-reported bugs were fixed: ESC now properly closes build menus before pausing, audio no longer screeches during mass attacks, and Steam achievements unlock correctly again. The frenzy particle system was also reworked with per-organism staggered emission, reduced counts, and improved fade timings.
fixedFixed ESC key not properly closing build menus before pausing
fixedFixed audio screeching when many entities attack simultaneously
fixedReworked frenzy particle system — per-organism staggered emission instead of global bursts, removed particle cap, reduced particle counts, and fixed fade timings
addedAdded multi-threaded simulation dispatch — independent subsystems now run in parallel across worker threads
addedAdded parallel creature updates with thread-safety guards for shared data
Mycelium Conquest changes
fixedSummary: This update introduces multi-threaded simulation dispatch, allowing independent subsystems and creature updates to run in parallel across worker threads with automatic core detection and graceful fallback on low-end hardware. Several player-reported bugs were fixed: ESC now properly closes build menus before pausing, audio no longer screeches during mass attacks, and Steam achievements unlock correctly again. The frenzy particle system was also reworked with per-organism staggered emission, reduced counts, and improved fade timings.
fixedFixed ESC key not properly closing build menus before pausing
fixedFixed audio screeching when many entities attack simultaneously
fixedReworked frenzy particle system — per-organism staggered emission instead of global bursts, removed particle cap, reduced particle counts, and fixed fade timings
addedAdded multi-threaded simulation dispatch — independent subsystems now run in parallel across worker threads
Summary
This update introduces multi-threaded simulation dispatch, allowing independent subsystems and creature updates to run in parallel across worker threads with automatic core detection and graceful fallback on low-end hardware.
Several player-reported bugs were fixed
ESC now properly closes build menus before pausing, audio no longer screeches during mass attacks, and Steam achievements unlock correctly again. The frenzy particle system was also reworked with per-organism staggered emission, reduced counts, and improved fade timings.
Changes:
Fixed ESC key not properly closing build menus before pausing
Fixed audio screeching when many entities attack simultaneously
Reworked frenzy particle system — per-organism staggered emission instead of global bursts, removed particle cap, reduced particle counts, and fixed fade timings
Added multi-threaded simulation dispatch — independent subsystems now run in parallel across worker threads
Threading auto-detects CPU core count and gracefully falls back to sequential on low-end hardware with a warmup grace period
Added parallel creature updates with thread-safety guards for shared data
Fixed race conditions in the thread pool's task dispatch
Fixed Steam achievements never unlocking due to a missing stats request call