What changed
0 fixes2 additions0 changes0 removals
addedThanks for playing the demo with us so far! It has been a bit wild ride for me as a solo dev though as I spent quite some time fixing networking bugs haha. This new update that is already live, 0.5-rc1 (so basically, 0.5 but the early subversion) brings lots of important networking fixes. Its still not perfect, but networking and whole server architecture has been fully rewritten, which will bring essential improvements to stability of whole project long-term (which will be very necessary, considering format of this game with chronological history generation :D) Demo will stay live. We are not shutting it down. Its now using same exact servers as live game will. Meaning progress, settlements, and items/saves will not reset in any way.
addedMany players were concerned about "Central Server" tag which implies that there are currently no region-specific servers. This is not intended to be this way forever. We will have per-dungeon server instances for every major region so latency will be minimized soon after first early access release. So stay tuned for that! :D but really, most major issues were literal server performance (CPU and networking on server side overloaded) due to overly demanding simulations that were safely optimized and made way more performant now. And to clarify, current "Central Server" is hosted in Germany - but that should be very hard to notice even if you are not from Europe because 0.5 is adding client side smoothing and prediction that is way more forgiving to latency in terms of online netcode. Now, more fun stuff! Check out screenshots below. And join our Discord for more frequent updates and development ideas/discussions/bug reports! :D Cheers! Steam post imageSteam post image Steam post image
Rogue Kingdom changes
addedThanks for playing the demo with us so far! It has been a bit wild ride for me as a solo dev though as I spent quite some time fixing networking bugs haha. This new update that is already live, 0.5-rc1 (so basically, 0.5 but the early subversion) brings lots of important networking fixes. Its still not perfect, but networking and whole server architecture has been fully rewritten, which will bring essential improvements to stability of whole project long-term (which will be very necessary, considering format of this game with chronological history generation :D) Demo will stay live. We are not shutting it down. Its now using same exact servers as live game will. Meaning progress, settlements, and items/saves will not reset in any way.
addedMany players were concerned about "Central Server" tag which implies that there are currently no region-specific servers. This is not intended to be this way forever. We will have per-dungeon server instances for every major region so latency will be minimized soon after first early access release. So stay tuned for that! :D but really, most major issues were literal server performance (CPU and networking on server side overloaded) due to overly demanding simulations that were safely optimized and made way more performant now. And to clarify, current "Central Server" is hosted in Germany - but that should be very hard to notice even if you are not from Europe because 0.5 is adding client side smoothing and prediction that is way more forgiving to latency in terms of online netcode. Now, more fun stuff! Check out screenshots below. And join our Discord for more frequent updates and development ideas/discussions/bug reports! :D Cheers! Steam post imageSteam post image Steam post image
Thanks for playing the demo with us so far! It has been a bit wild ride for me as a solo dev though as I spent quite some time fixing networking bugs haha. This new update that is already live, 0.5-rc1 (so basically, 0.5 but the early subversion) brings lots of important networking fixes. Its still not perfect, but networking and whole server architecture has been fully rewritten, which will bring essential improvements to stability of whole project long-term (which will be very necessary, considering format of this game with chronological history generation :D) Demo will stay live. We are not shutting it down. Its now using same exact servers as live game will. Meaning progress, settlements, and items/saves will not reset in any way.
Many players were concerned about "Central Server" tag which implies that there are currently no region-specific servers. This is not intended to be this way forever. We will have per-dungeon server instances for every major region so latency will be minimized soon after first early access release. So stay tuned for that! :D but really, most major issues were literal server performance (CPU and networking on server side overloaded) due to overly demanding simulations that were safely optimized and made way more performant now. And to clarify, current "Central Server" is hosted in Germany - but that should be very hard to notice even if you are not from Europe because 0.5 is adding client side smoothing and prediction that is way more forgiving to latency in terms of online netcode. Now, more fun stuff! Check out screenshots below. And join our Discord for more frequent updates and development ideas/discussions/bug reports! :D Cheers! Steam post imageSteam post image Steam post image