Update 1.0.1 Performance and stability improvements
Author: LingonStudios,
published 5 months ago,
Hi! Time for an update to the game. This update is all about performance and stability since that is what was needed the most for the game right now. Wands and sticks are now bundled up into boxes when they get over certain numbers in the storage. This will greatly help with the GPU performance since rendering hundreds of thousands wands and sticks became quite the challenge for even the beefiest of GPUs. I also fixed a few bottlenecked in the multi-threading system for the simulation that made large bases go into very low ticks per second. So the very large bases should see a large performance improvement for multi-core CPUs.
With these two areas of performance improvements I am currently getting at least 60 fps in most areas in a base that is upgraded to the max on the width and have rails on all lanes with my Ryzen 5800x and GTX 1080 TI. Just to give you something to compare to. This will not be last performance improvements for the game, it was just the low hanging fruit for now and should hopefully be enough for the time being so I can focus on some QOL features and after that some new content. But I will probably sprinkle some more performance improvements in upcoming. The game will always be quite cpu intensive for large bases though, and scales quite well with core count. So a recent cpu with 8 cores or more is recommended for a large base. I have added a note under system requirements on the store page to reflect this. If you don't have an as powerful cpu you might want to focus more on depth than width in your base as that will be much less taxing on the cpu.
You can see the full patch notes of today's patch at the bottom of the post.
Next week I am planning on starting working on selling stuff, since that is probably the most requested feature and I will probably look into some other smaller QOL features as well that has been requested.
Patch notes:
[h1]Features/Improvements[/h1]
[list]
[*] Fixed some multithreading bottlenecks to increase simulation performance for very large bases
[*] Wands and sticks are now bundled up in boxes to improve rendering time
[/list]
[h1]Bug fixes[/h1]
[list]
[*] Fixed storage fences persisting from previous save after starting new save
[*] Fixed money from selling many expensive wands being negative in some cases
[*] Fixed wand storage upgrade not being reset when starting a new save
[*] Fixed a bug causing crashes after building grinders all the way to the left edge
[*] Fixed so moose cannot be placed outside the side map edges which could cause the game to crash
[*] Fixed a bug causing the storage load to not be loaded properly when loading a save
[*] Fixed a bug causing moose to get stuck at the edges of the map
[*] Fixed various crashes when having a full width bases
[*] Fixed a bug causing a few wands to always be left by the storage minecart
[*] Fixed storage minecart sometimes picking up negative number of gems or sticks resulting in negative expected sell value
[/list]