Summary: The feature everyone's been waiting for since day one has arrived (in a somewhat limited form): Player Housing! Also a potentially very significant bug fix.
Recommended level: everyone who's gotten past the first dungeon
Update Description
HOUSING
Alright, so here it is! The beta of the housing system! It's quite a big addition so I'm expecting there to be some bugs lurking around.
To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).
What you can do right now is furnish the house with the ~150 items that are available right now, you can resize the room, you can save & load houses and you can adjust lighting.
What's there is just some polish and more content away from being what we would consider an acceptable housing system. In other words, where we go from here is kind of up to you guys! We did have plans to let players design much larger houses, with multiple rooms, or have some different layouts players can pick from, but then we felt we might be overscoping a bit too much on a feature that might already be at the point players expect.
POSSIBLE MAJOR BUGFIX
Alright, so this is a bug that's been eluding us for quite some while now... we've seen it before on computers our school lent us when going to a few events in Sweden, but could never replicate it ourselves. Then, a few weeks ago, Fred's computer broke down and we had to get him another one. Lo and behold, there it was!
By the look of things, there's a bug in XNA (or a bug on some computers, if you will), that makes XNA misinterpret the time. Basically, XNA believes time is running about 15 % slower than reality. Now 15 % slower is a lot and this has probably affected the feel of the game for a bunch of people. How many we can't tell.
By using some diagnostic classes that most certainly do have a firm grasp of time, I've made an alternate FPS-counter for the game, and the bug can be identified by the game itself by comparing that FPS counter with XNA's, and if they diverge, the game switches to counting time via my system (which itself is rather unproven, and so is only used on problem computers).
It will be quite interesting to see if anyone on the forums notice a difference! It will be quite huge, if so.
This bug might also explain some of the more aggressive lag complaints: if one player is running the game at 85 % speed, then it's a tough task for the other clients to sync correctly with that player.
PATCH NOTES
Hotfix June 1, 2017
Additions
Recommended level: everyone who's gotten past the first dungeon
Update Description
HOUSING
Alright, so here it is! The beta of the housing system! It's quite a big addition so I'm expecting there to be some bugs lurking around.
To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).
What you can do right now is furnish the house with the ~150 items that are available right now, you can resize the room, you can save & load houses and you can adjust lighting.
What's there is just some polish and more content away from being what we would consider an acceptable housing system. In other words, where we go from here is kind of up to you guys! We did have plans to let players design much larger houses, with multiple rooms, or have some different layouts players can pick from, but then we felt we might be overscoping a bit too much on a feature that might already be at the point players expect.
POSSIBLE MAJOR BUGFIX
Alright, so this is a bug that's been eluding us for quite some while now... we've seen it before on computers our school lent us when going to a few events in Sweden, but could never replicate it ourselves. Then, a few weeks ago, Fred's computer broke down and we had to get him another one. Lo and behold, there it was!
By the look of things, there's a bug in XNA (or a bug on some computers, if you will), that makes XNA misinterpret the time. Basically, XNA believes time is running about 15 % slower than reality. Now 15 % slower is a lot and this has probably affected the feel of the game for a bunch of people. How many we can't tell.
By using some diagnostic classes that most certainly do have a firm grasp of time, I've made an alternate FPS-counter for the game, and the bug can be identified by the game itself by comparing that FPS counter with XNA's, and if they diverge, the game switches to counting time via my system (which itself is rather unproven, and so is only used on problem computers).
It will be quite interesting to see if anyone on the forums notice a difference! It will be quite huge, if so.
This bug might also explain some of the more aggressive lag complaints: if one player is running the game at 85 % speed, then it's a tough task for the other clients to sync correctly with that player.
PATCH NOTES
Hotfix June 1, 2017
- The game is now saved when a house is saved
- Shroomies once again dies when you kill them
- When using a controller, carpets are now placed with A instead of X
- Carpets can no longer be expanded onto other carpets, causing them to disappear into the void
- The carpenter no longer upsets the space-time-continuum by existing on two places at once
- Fixed a bug where you could rotate a bonsai tree in certain positions to break its hitbox and then crash the game
- Although she deserves vengeance, Miki's ghost no longer crashes the game if the ball is placed right after getting your house
Additions
- The carpenter has arrived in Evergrind and will now sell you a piece of land with your own house!
- Player replies to NPC questions can now be translated
- Added a potential fix to a bug that might've caused severe slowdown on an unknown number of machines
- The protective cubes of the Winter Wizards can now damage the players multiple times
- Jumpkins and Shroomies now lose their target on loss of sight, and shouldn't teleport through walls
- Jumpkins and Shroomies now get pacified for a moment when hit by attacks
- The Second Wind talent should now work properly for clients in multiplayer
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