Big Feature! Yield Fading! 0.1.0:213
Todays patch brings a feature which should greatly improve the online experience: Yield Fading.
When connecting to a host as a client, enemies and other synced objects have to be replaced with those of the host. This is what previousely caused enemies to seem to "randomly" spawn or despawn for many. To make this more understandable, and to give you time to react, we now have Yield Fading:
When enemies from the host or other players appear in your game, they will have this visual effect:

While you see this effect, the enemies/players can't touch you, and you can't touch them. This should give you time to reposition properly before battle commences!
Funny fact! The name comes from the client "Yielding" (technical term) their entities to the host in our netcode.
[h2]Patch Notes:[/h2]
[h3]New Features[/h3]
[h3]General Fixes:[/h3]
We have some progress on the long-distance networking solutions, so we thank you for your patience and hope you look forward to that!
As we have previously mentioned, a fairly substantial content-update that improves and adds to the beginning of the game is also in the works. Our goal is to have it ready this month, but we will post more about it once we get closer to completion and can know with more precision.
Let us know how the Yield Fading impacts your experience!
/Nexile
When connecting to a host as a client, enemies and other synced objects have to be replaced with those of the host. This is what previousely caused enemies to seem to "randomly" spawn or despawn for many. To make this more understandable, and to give you time to react, we now have Yield Fading:
When enemies from the host or other players appear in your game, they will have this visual effect:

While you see this effect, the enemies/players can't touch you, and you can't touch them. This should give you time to reposition properly before battle commences!
Funny fact! The name comes from the client "Yielding" (technical term) their entities to the host in our netcode.
[h2]Patch Notes:[/h2]
[h3]New Features[/h3]
- Enemies and Players now have graphical indicators when connecting and disconnecting in multiplayer - "Yield Fading"
[h3]General Fixes:[/h3]
- Re-added the quick use/equip input in Inventory for Keyboard.
- Level Design pass for Bog Beach and the surrounding area:
Removed a Bogdweller from the Hideout.
Showed Igor the way to Bog Beach.
Made sure the Flymen are no longer higher level in the village vs. in the sewers. - Giant Bone has a more appropriate resting pose.
- Clearer Visuals for multiple doors/entrances in Demonbaron Keep.
- Fixed a few wrongly configured secret walls (Fungal Fields, Gurglevale, Graveyard).
- Fixed an audio device related issue that caused problems with creating/loading saves.
- Added more humoral slop-items and poison mushrooms to Throne Sewers.
- Various Camera fixes.
- Various tweaks of humoral slop spawners.
We have some progress on the long-distance networking solutions, so we thank you for your patience and hope you look forward to that!
As we have previously mentioned, a fairly substantial content-update that improves and adds to the beginning of the game is also in the works. Our goal is to have it ready this month, but we will post more about it once we get closer to completion and can know with more precision.
Let us know how the Yield Fading impacts your experience!
/Nexile