MP beta: clients can save in multiplayer, host saves no longer freeze everyone, smooth fleets, attack launch join desync fix, demo-only multiplayer, 9 other changes
0.50.0.57
Client Saves, Smooth Fleets and an Attack Desync
Improvements
Clients can now save a multiplayer game from the Esc menu, and it doesn't pause anyone else
When the host saves, the other players no longer freeze for the whole save
Your fleet cruises smoothly beside your ship instead of surging and dropping back several times a second
Construction bots heading out to build fly straight to the site instead of drifting along with your ship
Hovering over or selecting a mass driver now lights up the links of its whole network and marks the other drivers in it
The demo can play multiplayer with other demo players. Demo and full version games are kept apart, and the lobby list only shows games you can join
Fixes
A player joining or reconnecting just as an enemy camp launched an attack could desync, with the attack wave existing only on the host
Clicking Move or Land on a mobile station's panel could desync a multiplayer game
Inserter range limits, light settings, pasted spawner chest items and a landing station's mining targets only changed for the player who set them. They now reach every player
Defense platform ships could get stuck at the center of the map after a cancelled attack, leaving the platform undefended. Saves with stranded wings fix themselves on load
The low on resources warning for asteroids now only shows while a station is mining the asteroid, and goes away once none is
Renaming a portal now updates its map label straight away, for every player
The Item Craft Queue could grow to six rows of icons when a big craft was queued. It stays at two rows now
Ctrl+click on a belt left the items at the belt's ends behind. It picks them all up now