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Summons allowed in PvP

[h3]Version 0.5550920383[/h3]
🎯 [Dedicated server] It is now possible to enable summons (drones and on-board turrets) in PvP modes, given that the console-mode dedicated server is used. See the setting "allow_summons".
🎯 [UI] Adjusted player name positions in the kills/deaths UI when playing PvP teams.
🎯 [Bug fix] Fixed a crash bug that could occur if activating the map when playing as a dedicated server in GUI-mode (the "Dedicated" checkbox).
🎯 [Bug fix] Segments of Sentinel-type ships are now properly handled in the PvP modes.
🎯 [Bug fix] Fixed an issue related to explosion radius (this was introduced by the Sentinel update).
🎯 [Performance] Reduced the time required to serialize objects when playing COOP/PvP.

Bug fixes

[h3]Version 0.5550920382[/h3]
🎯 [Bug fix] Fixed a client COOP content loading issue that could cause infinite loading screens when switching areas.
🎯 [Bug fix] Fixed missing doors for the Void Space 1 Continuum Event.
🎯 [Bug fix] It is now possible to re-color the Sentinel-type ships.

Bug fixes and performance improvements

[h3]Version 0.5550920381[/h3]
🎯 [Bug fix] Fixed a display error for COOP clients when playing with the new Sentinel-type ships.
🎯 [Bug fix] Fixed an error which could cause segments to "lock" when getting really far away from the head (i.e., far off camera). This would cause weird cascading display issues for the visible segments.
🎯 [Performance] Significantly reduced the number of raycasts in locations without static bodies. This should, among other things, decrease lag and increase responsiveness of enemy AI (as well as for your own summons).

Sentinel - a new kind of ship!

[h3]Version 0.5550920380[/h3]
🎯 [New ship type] A completely new ship type has been added! This variant moves like the worm summons, and is called "Sentinel". It comes with on-board turrets and can be modded in the same fashion as other ships.
🎯 [New ships] 11 sentinel-type ships have been added to the loot table.
🎯 [Misc] Beam weapons by friendly summons no longer collide with players, unless they can provide buffs.
🎯 [Misc] Crosshair lasers no longer collide with background-type enemies.
🎯 [Misc] The queue for running physics tests (AABBs and raycasts) could previously, given complex scenes (e.g., Continuum Events with multiple players), fill up. This would yield many auras and explosions to miss. The max number of raycasts/AABBs per frame has now been extended, and this should solve these issues.
🎯 [Bug fix] Fixed a physics-related crash bug.

Misc update

[h3]Version 0.5550920379[/h3]
🎯 [Performance] Reduced memory footprint by not pre-loading any cutscene textures.
🎯 [Bug fix] Fixed an issue related to enemy beam-type weapons not colliding with players.
🎯 [Bug fix] Upon entering a portal, all active auras would be reset to their base properties. This is now fixed.