0.26.1

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This update contains dozens of performance optimizations that combined should significantly improve performance in almost all situations and especially for late-game Career saves. Many testers are seeing a 2x or even better improvement in framerates. We are also hoping that this patch will improve overall multiplayer connection reliability and reduce the frequency of disconnects.


If you have a poorly-performing saved game that has not improved by this patch, please send it to us so that we can investigate and make further optimizations. Likewise, please let us know if you are still experiencing unexpected disconnections while playing multiplayer. Thank you!

0.26.1 is a minor update released on May 11th 2024. It includes many performance optimizations and improvements, new built-in ships, balance changes, bugfixes, and modding improvements.

Changelog

Additions

Changes

Performance & Stability

  • A huge number of performance optimizations that together should improve performance in many situations, including and especially in late-game Career games. Most late-game Career saves we've tested have at least 2x improved FPS and some as much as 5x improvement.
  • Significantly improved multiplayer connection reliability. Disconnects should hopefully be much less common now.

Balance Changes

  • Thrusters no longer have any magical "lateral" thrust. As a result, ships whose thrusters are mostly disabled/destroyed will no longer be able to rotate or maneuver unexpectedly well for no apparent reason.
  • In lieu of lateral thrust, ships with at least one operational thruster now have a very small amount of non-rotational "magic" thrust that they can exert in any direction but only when still or traveling at very low speeds. In general this should almost never be noticeable or significantly impact combat, but it allows ships with poor thrust balance to very slowly maneuver out of difficult spots.
  • Reduced Flak Battery ammo capacity from 92 to 52.
  • Reduced Flak damage vs ships from 2250 to 1750.
  • Increased Flak damage vs projectiles from 2250 to 2500.
  • In Build & Battle, teams that are defeated during a battle phase will now be given observer vision for the remainder of the battle phase.

Visuals

  • Update Flak Battery art to reflect its reduced ammo storage.
  • Many particle, VFX, and audio effects will no longer spawn/play/render when zoomed out or off-screen. This should generally not be too obvious but may occasionally be noticeable if you zoom/pan the view quickly or while paused.
  • Star damage VFX will no longer appear on asteroids within the sun's damage zone, and number of sun damage particles for non-asteroids has been reduced. This is a performance optimization.

Built-In Ships

Build & Battle

  • In Build & Battle, players who have forfeited the game will no longer be presented with tech options or a ready button, will receive observer vision, and will be automatically readied up.

Bugfixes

  • In Build & Battle, it was possible to refund a stashed tech that was being used on the player's ship.
  • Missing "Distribute Power" strings in the controls settings.
  • Medium, Large, and Deck Cannon shoot flashes weren't properly rotating to match direction of the barrel.

Modding

  • Added a 'FloodBuffProvider' that provides buffs via a flood-fill algorithm. (Currently unused in vanilla but planned to be used for a future part.)
  • All buff provider components now support multiple 'Criterias'.
  • Added a 'Quad' media effect which renders a simple sprite quad at the effect location. (Currently unused in vanilla but planned to be used for a future part.)
  • Removed the SuppressWholeShipTargetOverlaysForPartsFilter and SuppressWholeShipTargetOverlaysWhenTargetingShipRelativePoints parameters. The existing SuppressShipWideExplicitTargetsWhenTargetingShipRelativePoints and SuppressDirectControlWhenTargetingPartsFilter parameters now include their functionality.
  • Part ContinuousEffects and TriggeredEffects components now support an optional 'MinMediaEffectsIntensity' parameter. If the effect intensity is under this threshold, then the media effects will not be played.
  • Part ContinuousEffects and TriggeredEffects components will no longer play their media effects while their ship is not on screen or out of the player's sight range. Set 'MediaEffectsRequireShipInView' to false to always play their media effects.
  • Part ContinuousEffects and TriggeredEffects components now support a 'MaxMediaEffectsZoom' parameter that will prevent the media effects from playing if the player zooms out more than the specified amount.
  • ContinuousEffects components now support an optional 'IntensityTweenDuration' parameter that if specified will cause the effect intensity to smoothly change over that amount of time. (Modded thrusters will likely want to use this to smooth out intensity changes in their plume VFX.)
  • Thrusters no longer support ValueOutputSmoothing. (Use ContinuousEffects' new IntensityTweenDuration instead.)