Patch notes / 0.50.0.57

Client Saves, Smooth Fleets and an Attack Desync

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