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Hotfix v0.3.0-beta.10e | Available on Experimental

[p]An optional hotix is now available to download on the Experimental branch. (v0.3.0-beta.10e)[/p][p][/p][h3]BUG FIXES:[/h3]
  • [p]Fixed a major issue that was causing drones to enter a state of limbo; the prior patch only partially fixed the problem; it should now be completely fixed.[/p]
  • [p]Fixed a major issue with Unit's that would cause them to sometimes clip through buildings or not target nearby buildings.[/p]
  • [p]Fixed the Turbine building not being targetable by drones, as well as updated it to correctly use the new EM tools & rendering pipeline.[/p]
[p][/p][h3]KNOWN ISSUES:[/h3]
  • [p]Due to Unit optimizations, there is a known issue with collisions where Unit's will "lag" into a building causing a ton of damage events to be invoked. This is being worked on.[/p]

Hotfix v0.3.0-beta.10d | Available on Experimental

[p]An optional hotix is now available to download on the Experimental branch. (v0.3.0-beta.10d)[/p][p][/p][h3]QUALITY OF LIFE:[/h3]
  • [p]Added a new "building destroyed" indicator using the new notification system.[/p]
[p][/p][h3]BUG FIXES:[/h3]
  • [p]Fixed a major issue where drones would eventually enter a permanent state of limbo; this was caused by a missing call to process "dirty" clusters, meaning if a drone did not immediately deploy upon completing a route, it would become inactive until the clusters or filter was changed.[/p]
[p][/p][h3]KNOWN ISSUES:[/h3]
  • [p]Due to Unit optimizations, there is a known issue with collisions where Unit's will "lag" into a building causing a ton of damage events to be invoked. This is being worked on.[/p]

Hotfix v0.3.0-beta.10c | Available on Experimental

[p]An optional hotix is now available to download on the Experimental branch. (v0.3.0-beta.10c)[/p][p][/p][h3]PERFORMANCE IMPROVEMENTS:[/h3]
  • [p]Substantial improvements to Unit performance, completely removing Unity physics[/p]
  • [p]Substantial improvements to Drone performance, removing the subscription based cluster model that would cause huge lag spikes on larger bases[/p]
[p][/p][h3]KNOWN ISSUES:[/h3]
  • [p]Due to Unit optimizations, there is a known issue with collisions where Unit's will "lag" into a building causing a ton of damage events to be invoked. This is being worked on.[/p]

Hotfix v0.3.0-beta.10b | Available on Experimental

[p]An optional hotix is now available to download on the Experimental branch. (v0.3.0-beta.10b)[/p][p][/p][h3]BUG FIXES:[/h3]
  • [p]Fixed missing resources for Plasma Round, Pulsar, Artillery Shell, and Artillery[/p]
  • [p]Fixed incorrect resource-type ordering on the top resource bar list[/p]
  • [p]Fixed a visual artifact where some areas of cyberspace appeared to not be claimed[/p]

Hotfix v0.3.0-beta.10a | Available on Experimental

[p]An optional hotix is now available to download on the Experimental branch. (v0.3.0-beta.10a)[/p][p][/p][h3]DISABLED TETHERS:[/h3][p]More work needs to be done before I feel comfortable enabling Tether's - this is a very complex mechanic and one that needs to be handled with care. Attempting to load pre-existing worlds with the Tether system would result in many sectors being lost due to Tether's being undefended. [/p][p]Work will begin tomorrow on the following two subjects, and Tether's will be re-enabled once it's done...[/p]
  • [p]Finishing and implementing the Quarantine mechanic[/p]
  • [p]Giving Tether's some very basic defensive capabilities[/p]
[p][/p][h3]BUG FIXES:[/h3]
  • [p]Fixed a MAJOR issue that would cause saves to enter a cascading failure upon saving after switching regions; this was due to an oversight on my part from a change made earlier in the day in regards to chunk destruction, and has now been fixed.[/p]
  • [p]Fixed two separate issues that would cause some minor issues with stats & buildings disappearing between region switches.[/p]