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Steam News8 June 20179y ago

Public Test: v1.6.2 - New Multiplayer Netcode

Darkest greetings Underlord, Chained away in the darkest corner of our dungeon the code imps, beavering away with their gnarled hands, continue their never-ending task of improving the inner workings of War for the Over

Full notes

Full War for the Overworld update

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

What changed

1 fix2 additions6 changes3 removals
  • Gameplay
  • Store
  • Server
addedDarkest greetings Underlord, Chained away in the darkest corner of our dungeon the code imps, beavering away with their gnarled hands, continue their never-ending task of improving the inner workings of War for the Overworld - all so that you might enjoy the fruits of their labours even more. Recently, on a rare expedition beyond the confines of the coding chamber, one of these wretched beings encountered a rare artefact - no less than the source code for an integral component of our multiplayer systems! Darting back to the chamber exuberant in his find, this fervent little fellow locked himself away, determined not to see the light of day again until his task was complete. We’re now proud to say that for the first time in weeks he has re-emerged with a new WFTO build - one that we’re pleased to share with you today via the Public Test Branch. That’s right, we’re reopening the test branch for public exhibition with this new 1.6.2PTB1 build!
changed1.6.2PTB1 - A New Multiplayer1.6.2PTB1 includes a number of changes intended to dramatically improve the multiplayer experience. We’ve been redeveloping our netcode, which in our tests has shown significant improvements. Now we’re eager to see how that works in real life and to do that we need your help! Accessing the Public Test Branch Gaining access to the PTB is almost as easy as snapping your evil fingers. Simply do the following:
changed1.6.2PTB1 - A New MultiplayerFinding a Multiplayer Match What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head! Remember you’ll both need to be on the same version of WFTO, so if you’re on the PTB your opponent will need to be as well! Don’t forget if you’re going to host you’ll need to port forward ! Reporting Issues We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing on the PTB please get in touch with a bug report via User Echo .
changedKnown IssuesWhen you place defences/constructs as the client, it will show the purchase cost multiple times
changedMultiplayer ImprovementsWe’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.
removedMultiplayer ImprovementsMultiplayer behaviours should be much more consistent with gameplay, for example: Constructs and defences are more reliable Casting Recall on the Worker Rally no longer breaks the Worker Rally Unit actions are now consistent between client and host

War for the Overworld changes

addedDarkest greetings Underlord, Chained away in the darkest corner of our dungeon the code imps, beavering away with their gnarled hands, continue their never-ending task of improving the inner workings of War for the Overworld - all so that you might enjoy the fruits of their labours even more. Recently, on a rare expedition beyond the confines of the coding chamber, one of these wretched beings encountered a rare artefact - no less than the source code for an integral component of our multiplayer systems! Darting back to the chamber exuberant in his find, this fervent little fellow locked himself away, determined not to see the light of day again until his task was complete. We’re now proud to say that for the first time in weeks he has re-emerged with a new WFTO build - one that we’re pleased to share with you today via the Public Test Branch. That’s right, we’re reopening the test branch for public exhibition with this new 1.6.2PTB1 build!
changed1.6.2PTB1 includes a number of changes intended to dramatically improve the multiplayer experience. We’ve been redeveloping our netcode, which in our tests has shown significant improvements. Now we’re eager to see how that works in real life and to do that we need your help! Accessing the Public Test Branch Gaining access to the PTB is almost as easy as snapping your evil fingers. Simply do the following:
changedFinding a Multiplayer Match What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head! Remember you’ll both need to be on the same version of WFTO, so if you’re on the PTB your opponent will need to be as well! Don’t forget if you’re going to host you’ll need to port forward ! Reporting Issues We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing on the PTB please get in touch with a bug report via User Echo .
changedWhen you place defences/constructs as the client, it will show the purchase cost multiple times
changedWe’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.

Darkest greetings Underlord, Chained away in the darkest corner of our dungeon the code imps, beavering away with their gnarled hands, continue their never-ending task of improving the inner workings of War for the Overworld - all so that you might enjoy the fruits of their labours even more. Recently, on a rare expedition beyond the confines of the coding chamber, one of these wretched beings encountered a rare artefact - no less than the source code for an integral component of our multiplayer systems! Darting back to the chamber exuberant in his find, this fervent little fellow locked himself away, determined not to see the light of day again until his task was complete. We’re now proud to say that for the first time in weeks he has re-emerged with a new WFTO build - one that we’re pleased to share with you today via the Public Test Branch. That’s right, we’re reopening the test branch for public exhibition with this new 1.6.2PTB1 build!

1.6.2PTB1 - A New Multiplayer

1.6.2PTB1 includes a number of changes intended to dramatically improve the multiplayer experience. We’ve been redeveloping our netcode, which in our tests has shown significant improvements. Now we’re eager to see how that works in real life and to do that we need your help! Accessing the Public Test Branch Gaining access to the PTB is almost as easy as snapping your evil fingers. Simply do the following:

  • Right click War for the Overworld in your Steam Library

  • Select Properties from the drop down menu

  • Click the Betas tab

  • From the drop down select Publictest

  • Wait for the update to download

Finding a Multiplayer Match What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head! Remember you’ll both need to be on the same version of WFTO, so if you’re on the PTB your opponent will need to be as well! Don’t forget if you’re going to host you’ll need to port forward ! Reporting Issues We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing on the PTB please get in touch with a bug report via User Echo .

Release Notes

Known Issues

  • Glacial Doors do not animate for the client

  • Unit mood is not visible to the client (all units are always displayed as content) Multiplayer chat does not work on macOS

  • When you place defences/constructs as the client, it will show the purchase cost multiple times

Multiplayer Improvements

We’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.

  • Multiplayer behaviours should be much more consistent with gameplay, for example:

    • Constructs and defences are more reliable

    • Casting Recall on the Worker Rally no longer breaks the Worker Rally

    • Unit actions are now consistent between client and host

  • We’ve implemented new systems to combat desyncs by slowing the game down, giving it time to catch up after network issues

  • Visual issues have been greatly reduced, for example:

  • Reduced instances of units visually teleporting

  • VFX should be correctly synced to unit location

  • “Ghost” units have been exorcised

  • Possessing a unit should no longer cause unit shields to break for your opponent

  • Unit shields no longer become detached from their unit

  • Workers who are undertaking a task should no longer become lost

Source

Steam News / 8 June 2017

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