Multiplayer
勢力推移
上=バフ、下=ナーフパッチ履歴
- ▲🎯Behaviorconnection methodIP address→DNS
Direct connect now supports DNS names in addition to IP addresses, making it easier to join multiplayer games.
DNS support
- ▲🎯BehaviorPlayer Positioning
Player positioning is now relative to the nearest grid, greatly improving movement on moving ships.
behavior
- ▲🐛Bug fixInventory Sync
Improved inventory code to resolve most cases of desynchronized inventories between client and server.
bugfix
- ▲🎯BehaviorLag Handling
Character and grid movement now stops during server/client disconnects to prevent accidental deaths due to lag spikes.
behavior
- ▲🛠QoLLoading Times
Improved loading times and island replication to fix infinite loading issues.
quality
- ≈🐛Bug fixdesync
Fixed various multiplayer desync issues, improving synchronization between clients and server.
- ≈🐛Bug fixcrash rate—→Reduced
Dramatically reduced the frequency of game crashes, specifically addressing sound-related crashes.
- ≈🐛Bug fixStability
Resolved a number of crashes specifically related to multiplayer sessions.
Resolved multiplayer crashes.
- ▲🐛Bug fixworld streaming
Fixed an issue where planets, asteroids, and grids would occasionally be missing when connecting to multiplayer servers.
Fixed missing assets
- ▲✨Newloading indicator—→Added
Added a loading wheel to indicate when server data is streaming to the client, providing clarity during respawn screen selection.
UI feedback
- ▲🔁Reworknetcode—→New
Implemented new multiplayer netcode to improve connectivity and stability for players.
New multiplayer netcode
- ≈✨Newprototype builds—→3
Introduced three distinct multiplayer prototypes (Rock, Paper, Scissors) using different methodologies to determine the best foundation for future development.
Added
- ≈🎯Behaviorsave compatibilitycompatible→incompatible
Saves are not compatible between the different prototype builds, though live build saves can be used in any of them.
Restriction
- ▲🎯Behaviorbandwidth usage
Implemented optimizations to save bandwidth in multiplayer sessions for better stability.
Bandwidth optimization