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  3. Major Update #1 - Includes Huge Overhaul of Entire Networking System!

Major Update #1 - Includes Huge Overhaul of Entire Networking System!

[h3]Hello Small Soldiers![/h3]We’ve spent the last few weeks carefully listening to your feedback and are proud to present you with what we have fixed/added to the game so far. Thank you for your support.

What's next?
We have a lot of great plans for the future of Hypercharge. This includes: Female characters, gamemodes, improvements, and much more! Keep your eyes peeled for development previews.

[h3]BALANCE[/h3]
  • Added a method to defuse exploding Spinners and Meanbots; they will no longer explode when killed by fire damage.
  • The power consumption of most turrets has been reduced; heavy power-consumers now eat up far less power.
  • Vine traps apply a damage over time effect to enemies, rather than dealing damage instantly.
  • Health and ammo pickups are now instantly collected in PvP.
  • Adjusted the item pickup delay time for most player actions in the game.
  • Hypercores take slightly less damage in Singleplayer.

[h3]NETWORKING[/h3]
  • Huge overhaul of entire networking system to improve performance, flow and priority of all actors in the world.
  • Huge improvements to performance for both player hosted and dedicated servers.
  • Game now uses up to 60% less bandwidth in some scenarios.

[h3]FIXES[/h3]
  • Fixed Build Spots incorrectly networking and not allowing some players to build.
  • Fixed issues with Batteries/Battery power de-sync.
  • Fixed issues with Core Health/Shield not updating fast enough to all clients.
  • Fixed issues with de-synced Buildables (invisible on some players’ machines)
  • Fixed map placed buildables state being de-synced for late-joining players.
  • Fixed some pickup-spawners/collectibles being broken on some servers.
  • Fixed issues with buildable health values being out of sync on server and client.
  • Fixed chat box appearing when no message was output.
  • Server browser fix to not allow joining full servers.
  • Fixed batteries sometimes having an energy bar while plugged into power node.
  • Fixed thrown batteries sometimes de-syncing position for some players.
  • Fixed battery charger networking and charging system.
  • Fixed battery charger not giving the "Batteries Charged" stat to players.
  • Fix for plague servers not starting until enough players are in (on official servers)
  • Fixed stat medals not counting towards lower medals (Platinum now counts towards gold for example)
  • Fix for some score counting issues on dedicated servers (visual UI ordering issues)
  • Fixed VSync not applying when pressing Apply in the Options > Video menu.
  • Fixed the incorrect state of View Distance Quality in the options menu.
  • Fixed Camera Shake not applying to some shake instances in the engine.
  • Fixed Weapon Sway/Camera Shake not applying to the player leaning.
  • Fixed sometimes not being able to repair a buildable on a client machine.
  • Fixed map stat showing unlockables for locked difficulties.
  • Fixed NPC soliders and choppers not firing at players when running on a dedicated server.
  • Fixed players getting locked out of being able to jump when a networking collision bug occurs with jump pads.
  • Fixed AOE turrets not cleaning up their particles on death.
  • Fixed input rebinding system to allow overriding of default keys.
  • Fixed invalid steam detection crashing for some users when steam failed to initialize.
  • Fixed coins not showing up in the realtime reflection mirror.
  • Fixed map selection unlocks only showing if there is something to unlock.
  • Fixed many stuck-spots in Attic, Garage, Garden, KidsBedroom and ToyPalace.
  • Fixed DLC characters, LOD issues and missing damage flash FX.

[h3]ADDED[/h3]
  • Added the ability to pause the game for Singleplayer or local-Splitscreen games.
  • Added damage flash to all buildables, traps and turrets.
  • Added a highlight notifier to dropped weapons and attachments to make them much easier to find in the world.
  • Adjusted the minimum framerate system to help reduce stuttering and dynamically lowering of graphics during intense scenes.
  • Adjusted targeting so NPCs no longer always aim for players heads.
  • Adjusted turret enemy priority to be based on core/node distance instead of distance to the turret itself.
  • Adjusted the Machine Gun turrets targeting to avoid the turrets attempting to shoot at enemies behind walls.
  • Lowered brightness of the spotlight turrets.
  • Added additional FPS limit options to Performance menu.

Thanks for your support and take care.

-Digital Cybercherries