Slow Players Catch Up, Snappier Stations, and Loot That Explains Itself
MP beta: a slow player no longer holds up the group, snappier station driving and Land, loot refusals explained, 8 fixes
0.50.0.48
Slow Players Catch Up, Snappier Stations, and Loot That Explains Itself
Improvements
A player on a slow machine no longer holds the whole game back. Their game catches up on its own by drawing fewer frames, and only a player who stops responding or truly can't keep up is dropped
Driving a mobile station you ride answers your keys in the same frame, and a key on a landed station starts it rising at once
Move and Land from the station panel answer the click straight away with a marker on the target and an arrow to it
When a loot or inventory transfer is refused, you now see why: Inventory full, Nothing to take, or No room there
Only the newest research popup is shown, so coming back from AFK in co-op isn't one click per tech
Player name tags stay visible at every zoom level
The Save and Load panels open without freezing when you have lots of saves
Fog of war opens and closes smoothly around new and removed scouting points
Fixes
Pressing Land on a station you'd driven by hand sent it off in the wrong direction and it snapped onto its tiles
Clicking a treasure that shared a tile with a wreck or box could do nothing
Splitting a station and then removing the cut-off half could destroy the other half's hauler
Other players' blueprint ghosts showed up as oversized icons on the world map
A research popup behind the in-game menu could stop Escape from closing the menu
After alt-tabbing back you could be stuck unable to move until you tapped Alt
A connection drop while joining left you unable to join any game until a restart
Mass driver shots could fly past the receiver before landing