Greetings Mancers!
Experimental has been pretty stable, so the updates to help performance are being rolled into the live game. There are more coming, but it's a good break point to migrate what's working well into the main build.
There's also a fix for old saves having rare odd research tree states, and some polish to post-portal tutorial beats.
Updates
- Presentation updates to post-portal Tutorial corner.
- Fix for a rare bug when loading old save files creating bad research tree states.
- Structures now run on a fixed simulation tick rate.
- VFX and Sprites have improved culling logic.
- Improved batching on Structure rendering.
- Player shadow should render smoother now.
- First music track on the Fire plane is now appropriately a Fire track instead of Life.
v0.4.041 update
A handful of behavior bugs caused by performance improvements should now be resolved:
- Streamway Deltas should no longer seize or throttle
- Player Inventory should be back to 9x9 instead of 6x12
- Charged Lodestone should now work as expected
v0.4.042 update
Additional edge-case bugs caused by performance improvements should now be resolved:
- A delta connected directly to a slab could stop processing if the slab trickled slowly but never fully fell asleep.
- Anytime a belt is placed and it modifies one of its neighbor chains, the neighbor chain may need to split itself.
- Sometimes if a belt entity became culled, its position would stop updating and it would appear invisible on the belt.
- Unlocking a recipe will wake up all production structures to see if they can now create things.
v0.4.044 update
- Fixed a bug that caused Czech default language (and possibly other languages) to not be able to load saved games.
Thank you for your patience and bug reports!