We are back with some news on the multiplayer. We thought we would share our improvements with you guys first, as we have not made any public announcement yet. Indeed, we would like to allow you to try out this new version of the multiplayer. We think you'll already have a better experience if you want to have a Multiplayer game in the upcoming days. Here are the details on the fixes:
CHANGES AND ADDITIONS
- Locust point are now progressing depending on the game speed:
- Slow: x0.5
- Normal: x1
- Fast: x2 - Added a speed factor for the hero arrival (25, 50, 75)
MULTIPLAYER IMPROVEMENTS
- Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
- Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
- Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
- Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
- Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
- Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
- Revamped game states to improve the synchronisation between players
- Improve simulation calculations sorting to avoid desync when joining on the fly
- Fixed a game state sync condition that caused the game to freeze under certain circumstances
- Fixed a copy/paste mistake in fleet merging
- Added a Hero ID sort in case of Hero Level equality in fleet merging
- Fixed conversion issues
- Fixed updating data simulation
- Fixed initialisation of influence zones of home systems
- Fixed latency issues
- Fixed GUI that temporary duplicates/instantiates objects
- Fixed game speed management with game events
OTHER FIX
- Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
- Fixed an issue with reinitialization of a random provoking either a spawn of pirate fleet each turn or none spawn for the whole game
***
We are using the Steam system of betas. To get access to the version, you will have to select in the Steam properties of the Endless Space (right click on the game in your Library), the 'Betas' tab, then the 'Beta - Beta branch' option of the droplist.
The password is: multiplayer
Note that this is work in progress and we will keep on fixing the remaining issues on the MP.