Zeta Leporis RTS
Steam News 5 March 20262mo ago

Zeta Leporis RTS updated to v.0.5.41.2026

Zeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a…

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
  • Fixes
  • Compatibility
fixedZeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a handful of tricky issues, some of which still persist) but I've also made a number of quality of life improvements and fixed a few bugs along the way.
fixedChangelog -Pressing the home key now properly toggles the debug overlay instead of crashing the game. -Keypad "/" key no longer also toggles the debug overlay. -Improved efficiency of target assignment code. -Removed some redundant variables from the unit selection script. -Cleaned up outdated elements of unit selection VO code. -Removed some redundancy from unit production button code. -Eliminated single frame delay after clicking a production or research button. -Altered the timing for resetting some variables to account for that elimination. -Fighter turn direction is now set after the previous turn rather than prior to the next turn to facilitate multiplayer synchronization. -Added default cases to aggressiveness and difficulty switch statements in singleplayer and multiplayer game lobbies that cause players to revert to the default setting if the saved match settings are invalid. -AI now has a greatly reduced chance of trying to research battlestations before they can really afford to. -Removed unit selection dead zone caused by checking for incorrect minimap box coordinates. -Added subtle translucency to more of the HUD elements. -Mechbot build queues can now be of infinite size, instead of being limited to 10 structures. -A build queue marker is now always displayed for any new construction project until it is actively being constructed. -Pressing "Q" now only exits to the main menu if in the main in-game menu, and does so properly. -Updated save and load scripts to work with the new mechbot build queues, while maintaining backward compatibility. -Failed construction project script now exits properly after handling applicable cases. -Completing a construction project no longer cancels a mechbot's building placement. -ERF research button now properly previews class B as being the first researchable small frigate, rather than class A. -Mechbot speed no longer set to 0 every step while constructing. -Enlarged the clickable area for the lobby player type button so that clicking on either the player number or player type will change the slot occupant. -Attack icon is no longer displayed when right clicking allied units. multiplayer (work in progress) .4.112 -Client unit deselection now matches host deselection code. -Ore deposits are no longer being incorrectly included in the clients' resource draw array. -Added debug output for client asteroids. -Clients are now removed from the host's player list when they exit the match and are no longer sent data. -Clients no longer run damage calculation code (handled by host instead). .4.113 -Debug text for client asteroids should actually be visible now. -Clients no longer run mechbot code that should only be handled by the host. .5.0 -Client now checks if a unit is right clicked and includes this in the info sent to host for right click release. -Clients can now right-click for targeting and construction. -Clients no longer execute the host's/singleplayer right-click logic (other than cancelling building placement). -Host no longer plays mechbot sound when a client selects a mechbot. -Clients now properly use their own view, rather than the host's, to determine which units to select when double-clicking. -Clients now register their own double-clicks and tell this to the host. -Clients can now issue build orders to multiple selected shipyards (if everything's working correctly). -Fixed error in client unit target update code.
Zeta's gone0.4 to 0.5

Zeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a handful of tricky issues, some of which still persist) but I've also made a number of quality of life improvements and fixed a few bugs along the way.

Changelog -Pressing the home key now properly toggles the debug overlay instead of crashing the game. -Keypad "/" key no longer also toggles the debug overlay. -Improved efficiency of target assignment code. -Removed some redundant variables from the unit selection script. -Cleaned up outdated elements of unit selection VO code. -Removed some redundancy from unit production button code. -Eliminated single frame delay after clicking a production or research button. -Altered the timing for resetting some variables to account for that elimination. -Fighter turn direction is now set after the previous turn rather than prior to the next turn to facilitate multiplayer synchronization. -Added default cases to aggressiveness and difficulty switch statements in singleplayer and multiplayer game lobbies that cause players to revert to the default setting if the saved match settings are invalid. -AI now has a greatly reduced chance of trying to research battlestations before they can really afford to. -Removed unit selection dead zone caused by checking for incorrect minimap box coordinates. -Added subtle translucency to more of the HUD elements. -Mechbot build queues can now be of infinite size, instead of being limited to 10 structures. -A build queue marker is now always displayed for any new construction project until it is actively being constructed. -Pressing "Q" now only exits to the main menu if in the main in-game menu, and does so properly. -Updated save and load scripts to work with the new mechbot build queues, while maintaining backward compatibility. -Failed construction project script now exits properly after handling applicable cases. -Completing a construction project no longer cancels a mechbot's building placement. -ERF research button now properly previews class B as being the first researchable small frigate, rather than class A. -Mechbot speed no longer set to 0 every step while constructing. -Enlarged the clickable area for the lobby player type button so that clicking on either the player number or player type will change the slot occupant. -Attack icon is no longer displayed when right clicking allied units. multiplayer (work in progress).4.112 -Client unit deselection now matches host deselection code. -Ore deposits are no longer being incorrectly included in the clients' resource draw array. -Added debug output for client asteroids. -Clients are now removed from the host's player list when they exit the match and are no longer sent data. -Clients no longer run damage calculation code (handled by host instead). .4.113 -Debug text for client asteroids should actually be visible now. -Clients no longer run mechbot code that should only be handled by the host. .5.0 -Client now checks if a unit is right clicked and includes this in the info sent to host for right click release. -Clients can now right-click for targeting and construction. -Clients no longer execute the host's/singleplayer right-click logic (other than cancelling building placement). -Host no longer plays mechbot sound when a client selects a mechbot. -Clients now properly use their own view, rather than the host's, to determine which units to select when double-clicking. -Clients now register their own double-clicks and tell this to the host. -Clients can now issue build orders to multiple selected shipyards (if everything's working correctly). -Fixed error in client unit target update code.

Source

Steam News / 5 March 2026

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