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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hey everyone! After weeks of struggle, I can finally come bearing good news for those people who've experienced game breaking bugs when playing multiplayer across different platforms. Simply put, as of today, we've finally managed to find and fix the issue for good! The source of the problem turned out to be extremely well hidden and rather technical, but for those of you who understand programming, the issue was that on different platforms, the game would compile with slightly different definitions for the common min/max C macros that are used everywhere in the code. Under almost every circumstance, the difference was completely unnoticeable, but in the map generation code this tiny inscrutable difference was enough to throw the RNG out of sync between the server and the clients at a critical point, which messed up the final part of the map gen process: placing entities like doors, monsters, items, traps, decorations, and so forth. It took us WEEKS to figure out first that this tiny tiny detail was screwing everything over and we wasted a lot of time trying crazy things like rewriting the RNG a few times and searching for problems caused by differences in bitdepth from host to client, but right now we're just happy to have it fixed. We're sorry too that this issue was even in the release version of the game in the first place -- it seems it only manifested itself AFTER we did all of our cross-platform multiplayer tests, where an ever-so-slightly different map generator didn't exhibit this problem. Anyway... as I mentioned, a patch including this fix is scheduled to go out later today. Thanks to all of you who've waited this long for your patience, none of it has gone unnoticed. Believe me. Until next time! Sheridan
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