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Steam News1 February 20233y ago

I've got it! (v1.27 patch notes)

Xross Dreams v1.26b patch notes that I didn't post last time: Fixed a typo in Fighter's scoring formula. Xross Dreams v1.27 patch notes: Push damage against Hive fixed for real.

Full notes

Full Xross Dreams update

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

What changed

2 fixes3 additions0 changes0 removals
  • UI and audio
  • Gameplay
  • Performance
fixedFixed a typo in Fighter's scoring formula.
fixedPush damage against Hive fixed for real. Any Push received as Hive will generate rows identical to those generated naturally by pressure or pressing the Escalate button. This is so close to the intended behavior that I feel like a fool for not having done this before.
addedAdded asynchronous Online Pressure management. This absolutely results in fewer desyncs online. In my search for what was causing rare desyncs that caused only a few frames of difference at very hard to catch times, I discovered the answer deep within myself. Pressure may take a moment to affect your opponent, but it will now be appropriately synchronized at all times.
addedAdded dummy input buffer to allow both players to properly render cutscenes Online. This should prevent post-round soft-lock scenarios where the loser stops losing the frame that they lose.
addedI really wanted to avoid doing anything else that affects gameplay. I hope you can forgive me for doing this so close to Frosty Faustings. Anyway, if this fixes netplay the way I hope it does, we can finally move on to adding real extra content-- eventually!

Xross Dreams v1.26b patch notes that I didn't post last time:

  • Fixed a typo in Fighter's scoring formula.

Xross Dreams v1.27 patch notes:

  • Push damage against Hive fixed for real. Any Push received as Hive will generate rows identical to those generated naturally by pressure or pressing the Escalate button. This is so close to the intended behavior that I feel like a fool for not having done this before.

  • Added asynchronous Online Pressure management. This absolutely results in fewer desyncs online. In my search for what was causing rare desyncs that caused only a few frames of difference at very hard to catch times, I discovered the answer deep within myself. Pressure may take a moment to affect your opponent, but it will now be appropriately synchronized at all times.

  • Added dummy input buffer to allow both players to properly render cutscenes Online. This should prevent post-round soft-lock scenarios where the loser stops losing the frame that they lose.

I really wanted to avoid doing anything else that affects gameplay. I hope you can forgive me for doing this so close to Frosty Faustings. Anyway, if this fixes netplay the way I hope it does, we can finally move on to adding real extra content-- eventually!

Thank you for your patience.

Source

Steam News / 1 February 2023

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