Release 169: Tweaks, Fixes and Performance!

I always struggle to get out of water :wink:

you talking red water? :stuck_out_tongue_winking_eye:

So, perhaps related to my beacons but my neighbors blocks are now green instead of red when I aim the hammer at them!?

Torches no longer highlight green and interfere with green highlighting of the side of machines. The machine shows as the active object (on screen text) but no highlight appears on the side when the machine is next to a torch.

With 4mb chunk download rate: Going through portals in Jeff’s network gives me this screen every time along with some rubberbanding afterwards (with 169, was not a problem before).

With chunk download rate set to max I know have some rubberbanding where I previously had a seamless experience (or at least the UI hid it well enough that I never knew it existed).

It deals with bursts of traffic much much worse than the previous more tolerant behaviour.

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Actually if this is hitting you often I would be interested to see some screen shots with the debugging information available. So that we can see why it’s happening for you.

Ideally no one would see this “feature” ever!

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Steam will not automatically download a new game update if Steam is already open when the release happens. This is because Steam checks for updated games when it first opens. So the only safe way to force this check is to restart Steam.

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Please share a screen shot with the debugging information enabled when it happens.

Just confirming this is the case - I was watching Jax Macky playing Boundless on his Twitch stream again this morning when the update hit … it kicked him out saying his version was out of sync with the server - he had to restart Steam for the update to be picked up.

Set my chunk download rate back to 2mbps, then I can reproduce these with some consistently (50-60% of the time):

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Looks like its only happening with me around portals - had no issues mining on Elopor the past couple of hours.

Plantary rank:

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I have to say, the jump abilities are basically useless now that they are so small. There’s no point at all to the second jump height upgrade (it doesn’t even add an extra block of jump height, as far as I can tell, not even in combo with the air jump upgrade = useless) and the air jump, both basic and upgraded is so, so small that it will help sprinters at max agility jump maybe an extra one block distance or two in conjunction with all jump upgrades? Needing all the jump and air jump upgrades just to jump three blocks high stinks too.

Edit: I suppose I’d be okay with the new extreme weakness of the jump abilities if they were 5 (or less) per upgrade, because then they could at least be gotten on the cheap, instead of being major investments (and not worth it).

Not worth it at all. I’m definitely going to ditch jump entirely and go pure grapples… as soon as I’ve ditched every last point of Vitality, because it’s purely detrimental at the moment.

The only (possibly) worse thing is that I’ve confirmed that falling damage scales with max HP now, so Vitality is useless for both lava AND falling. So… it’s totally worthless except for versus creatures? (I need a lot of cleanse points now…) I’d already mentioned that taking Vitality means you need more healing items (several times as many) to heal you, and makes regen take longer, but now in addition to issues with lava, I can fall eight blocks and take 2,000 damage… I’d rather have 600 or 1,200 HP and fall eight blocks and take 200-400 damage that I can regenerate back in ten seconds or so, or heal with 1-2 basic cooked meat pieces. I get that I suggested falling damage scaling with health rather than lava damage, but really? Both? Now lava is just 100% death guaranteed with the combined scaling lava damage and falling damage, and falling is now guaranteed death beyond about 20 blocks height as well…

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To make vitality worse only wildstock is hitting harder at the moment and they one-shot me with 3k hp on Munteen. So medium amounts of vitality is pretty much useless against creatures atm as well.

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…Devs, I think we need some serious mitigation options before things become this ludicrously lethal (especially with Vitality worse than worthless in the majority of situations).

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There’s been 12 days of notice about creatures getting stronger. It was known already, if they’re too hard, then for sure talk about it.

One suggestion I have about the matter for example is maybe make wildstock tire out or stop when ramming against stuff, giving you a couple seconds to shoot at it. Right now you dodge 2 or 3 consecutive rams and then have very little time to shoot at it.

Maybe having the option to tire him out or make him ram against things could reward the player by making him stay in place for a couple seconds.

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I’m mostly on the same wavelength with you on this, but I’ll just throw a wild guess that they want us to either invest in defence skills or there will be armour to mitigate some sources of damage (probably excluding lava, since they want that to be quite lethal).

I’ll add to your point here: I prefer the old jump stuff too, like you say, especially considering the point invesment. To be fair, currently, with the edge climb the effective height is still pretty decent, but the investment cost for a “decent” skill, is actually 5 skills… Those points could have been spent on crafting recipes and so on. You can always offset height with temporary blocks or permanent ramps/stairs etc…

Hm, maybe if they hit something hard they could get stunned/dazed?

About creature difficulty, in general their health seems fine, considering I’ve only maxed power and not any weapon mastery, although I admit that Wildstock on Munteen have a very high amount of hp, which would make it quite boring to take on several at the same time - about 40 copper slingbow shots each? (With maxed power and no mastery*)

But at the moment I’m just completely avoiding anything “dangerous”; slopes, cliffs, mobs… since I don’t particularly like to lose my durabilities and I can’t invest points into reducing that just yet (costs a lot having the durability bonus).

The last iteration or two of the game has been unbearable for me. I have 10Mbps download and 1Mbps download, and now due to the update, instead of just a read message saying high ping, it stops whatever I’m doing and saying teleporting to sanctum, and the two seconds later carries on. This has gotten me killed at least once, and nearly got me killed several times while jumping a gap or killing mobs. Before it spiked to high ping but never was killed before it, I will now literally be mid-jump and my character will go to sit while in mid-air and just fall. Honestly I don’t why my internet has such a hard with this game, even on the US East servers.

Please share a screen shot with the debugging information enabled when it happens.

Also how do you have your chunk download limit configured?

There we go, that’s the debugger of when it happens

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It shows your latency is over 400ms and regularly spiking above even 600ms. The game will not be playable with such high latencies so I would expect this to happen here.