Zeta Leporis RTS
Steam News 20 November 20256mo ago

Zeta Leporis RTS updated to v.0.4.111.2025

Today's update primarily features work on multiplayer (which is still very much a work in progress) but there have been a few additions and corrections to the game otherwise as well. Changelog -Fixed issue allowing 101…

Update log

Full Zeta Leporis RTS update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes0 additions0 changes0 removals
  • Events
  • Server
fixedFixed issue allowing 101 units in shipyard production queues instead of 100. -Code for adding units to the shipyard production queue removed some needless inefficiency. -Assigning multiple mechbots to construction now uses the selected unit array. -Shipyard rally points are now drawn using the selected unit array. -Resources' builtOn and playerBuilding variables are now proper booleans as they should've been all along. -Cursor now changes while placing a building for construction. -Added more particle effects to Energy Reversal Cannon to improve visual feedback of its functionality. -Moved resource generation code from room creation event to room start event.
fixedFull build history since the previous update: .79 -removed an unused argument from scr_client_build_building. -closer to having menu buttons and mechbot construction working for clients. -client mechbots are now properly assigned to assist with building construction. .80 -Fixed an issue causing the host to display clients' build menus. .83 -removed unused client code for drawing buildings. -lmb release now only sent to host from clients if not over gui or during construction placement (as is the case with lmb press), so client units no longer deselect when pressing menu buttons. -host shipyards now tell clients when they produce units. -clients now tell host when they add units to shipyard build queues. -client shipyards no longer produce their own units (since they get created by the host instead) This means clients don't have to maintain their own build queues, right? .84 -Fixed incorrect buffer size for client rmb release packet. -Host now updates resource storage amounts and capacity for clients in all cases except collector incrementation and unit creation, which are handled client-side. .85 -Host no longer draws rally points for shipyards selected by clients. -Steam achievements "game ender", "been workin out", "so close yet so far", and "trusting who we are" now work for multiplayer clients, while "efficient eradiction" is implemented but might not trigger properly yet. -Clients now display eliminated player and victory/defeat notifications and perform other match end things (but don't display stats yet, at least not correctly). .86 -Eliminated some multiplayer errors resulting from outdated enum values, by cleaning the project. -Client resource deposits are now objects, no longer simply drawn by the client, making collector placement much easier to implement for clients. -Resource deposit status is now implemented in multiplayer. .87 -Client exiting or surrendering via the ingame menu now registers as an elimination. -The ingame menu no longer pauses the game in multiplayer. -Changed host's unit id variable to be local, when clients add new units. .88 -Added debug objects on client side to test client mechbot building construction in HOST_ADD_MP_BUILDING and for confirming correct object type in HOST_UPDATE_CONSTRUCTION_BP. .90 -Improved code for handling received network packets to

Today's update primarily features work on multiplayer (which is still very much a work in progress) but there have been a few additions and corrections to the game otherwise as well.

Changelog

-Fixed issue allowing 101 units in shipyard production queues instead of 100. -Code for adding units to the shipyard production queue removed some needless inefficiency. -Assigning multiple mechbots to construction now uses the selected unit array. -Shipyard rally points are now drawn using the selected unit array. -Resources' builtOn and playerBuilding variables are now proper booleans as they should've been all along. -Cursor now changes while placing a building for construction. -Added more particle effects to Energy Reversal Cannon to improve visual feedback of its functionality. -Moved resource generation code from room creation event to room start event.

Multiplayer (work in progress)

Still on the to-do list as of .111: -Need to stop sending host packets to clients after they are defeated. -Client fighters have no idea who their squad leaders are. -Frequent cases still exist of client units thinking their destination is 0,0. -In some cases client units are being assigned targets that they don't know exist yet (during unit creation). -Converted units don't change color in multiplayer. -Client unit selection currently becomes progressively more broken with every click. -Still have an intermittent missing resource deposit/asteroid bug. -Still no lockstep targeting/shooting on client side. -Client match statistics are incomplete/inaccurate. -Host doesn't register client disconnects from crashes yet. -And more!

Full build history since the previous update:.79 -removed an unused argument from scr_client_build_building. -closer to having menu buttons and mechbot construction working for clients. -client mechbots are now properly assigned to assist with building construction. .80 -Fixed an issue causing the host to display clients' build menus. .83 -removed unused client code for drawing buildings. -lmb release now only sent to host from clients if not over gui or during construction placement (as is the case with lmb press), so client units no longer deselect when pressing menu buttons. -host shipyards now tell clients when they produce units. -clients now tell host when they add units to shipyard build queues. -client shipyards no longer produce their own units (since they get created by the host instead) This means clients don't have to maintain their own build queues, right? .84 -Fixed incorrect buffer size for client rmb release packet. -Host now updates resource storage amounts and capacity for clients in all cases except collector incrementation and unit creation, which are handled client-side. .85 -Host no longer draws rally points for shipyards selected by clients. -Steam achievements "game ender", "been workin out", "so close yet so far", and "trusting who we are" now work for multiplayer clients, while "efficient eradiction" is implemented but might not trigger properly yet. -Clients now display eliminated player and victory/defeat notifications and perform other match end things (but don't display stats yet, at least not correctly). .86 -Eliminated some multiplayer errors resulting from outdated enum values, by cleaning the project. -Client resource deposits are now objects, no longer simply drawn by the client, making collector placement much easier to implement for clients. -Resource deposit status is now implemented in multiplayer. .87 -Client exiting or surrendering via the ingame menu now registers as an elimination. -The ingame menu no longer pauses the game in multiplayer. -Changed host's unit id variable to be local, when clients add new units. .88 -Added debug objects on client side to test client mechbot building construction in HOST_ADD_MP_BUILDING and for confirming correct object type in HOST_UPDATE_CONSTRUCTION_BP. .90 -Improved code for handling received network packets to

Source

Steam News / 20 November 2025

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