A carried box no longer vanishes from your hands, tenant margins tell the truth, and a carrier handoff can only be cabled to a router. Joining a large site is lighter.
Added
- A version mismatch is now caught in the lobby. You are told which side needs to update, and both version numbers, while the host is still on screen.
Fixed
Carrying and building
- A carried box no longer vanishes from your hands. A refusal from an unrelated action could silently drop the carton you were holding, leaving it drawn nowhere and impossible to pick up again.
- Racking a server no longer strips the one beside it. Blanking plates, network cages, plugs and fan blades on an existing identical machine went missing until you walked away and came back.
- Mounting a rack in a full room no longer stutters. Every cable in the room was rebuilt about a second after the rack landed, however far away from you it was.
- An item is released when the player carrying it leaves. In multiplayer, a machine someone was holding when they disconnected stayed stuck in their hands on every other screen.
Tenants and capacity
- A profitable tenant can no longer be shown as making a loss. Margin, unit counts and hourly revenue now refresh when they move instead of waiting for something unrelated to change.
- The overcommit dial keeps the value you set. Dragging it applied the new setting, but the control read back the old number until something else on that machine happened to change.
- A machine's tenant list no longer goes stale. Which customers run on a server now updates when a workload lands, rather than when its processor use crosses a whole percent.
- Reserved hardware now holds object storage too. Dedicating hosts to a tenant's segment had no effect on their buckets, and the setting was erased the next time you loaded the save.
- Buckets on reserved hardware stop reshuffling every hour. Shards were released and re-laid onto the same hosts once an hour, for the life of the save.
- A database's backups now spread away from the database. They were placed by database rules, which pinned them onto the same reserved hosts as the database they exist to protect.
- A database's backup storage is now labelled as such. On host consoles it appeared as ordinary object storage, indistinguishable from a bucket the tenant had bought.
- Migrating a workload moves the one you clicked. With two of the same kind on one machine, the button moved whichever came first and reported the other.
- The migration list stops offering hosts that will refuse. A row could read as available and then fail on click, for any workload with more than one copy.
- Reserving hardware no longer claims nothing happened. When the reservation could not finish it reported no change, having already moved workloads around the fleet.
- Data residency now counts toward a database's copies. A region-pinned tenant was told it had zones available in regions it could never place into, so its copy count never added up.
- A wave of host failures no longer empties your reputation. Losing a rack charged for every tenant on every machine with no hourly limit, while the only steady gain was tiny.
- A tenant that never noticed an outage no longer costs you reputation. A failing host charged you for every tenant on it, before the game had worked out whether failover saved them.
- The failure count in an outage alert is now real. It only ever counted serverless requests, so every other kind of tenant was told zero requests failed while their reputation dropped.
- A tenant's isolation requirement now says what satisfies it. It read as a network term while it needed hosts reserved to that tenant's segment, so you could meet every stated condition and stay unmet.
- A tenant's hourly revenue reaches players who are catching up. A guest running behind could hold an old figure for a customer indefinitely, with no way to tell it was old.
Network
- A carrier handoff can only be cabled to a router. Wiring one straight into a firewall, or through a patch panel, used to be accepted and drawn as live while carrying nothing at all.
- Port tooltips show throughput again. Hovering a port read zero traffic beside a correct link speed, on every port, since the last release. The console was always right.
- A patch panel coupler shows what it is carrying. Panel ports stayed blank because the figure was never sent for them, though the panel was measuring the traffic all along.
Multiplayer
- A refused join now tells you why. A session that turned you away used to drop the connection with nothing sent back, which looked the same as the game hanging on the loading screen.
- Leaving a session clears it properly. Quitting, being kicked or losing the link left part of the old session behind, so a later attempt to join a friend could do nothing.
- Choosing a scenario no longer closes the panel on you. When the setup list failed to load, the host's picker shut with no explanation instead of saying it could not reach the game.
Changed
- Joining a large site is lighter. Keyframes dropped by a quarter on the wire once eleven unused fleet counters stopped being sent on every one.
Notes
- Older saves load unchanged. Nothing about the save format moved in this release.
- Everyone in a session needs this version. The network protocol changed, so a host and guests on different versions will not connect.
- Illegal carrier cables are removed on load. A handoff wired to a firewall or through a patch panel is taken out when the save opens, with no refund. Nothing else is touched.
- The public API drops `topbar_history`. Its eleven fleet counters had no reader; the surviving power series is served by the metric subscription instead.