Hello everyone and welcome to our 15th development update.
Final stages of multiplayer development
Apart from a few small bugs and issues, the porting to multiplayer is almost finished. Normally we would have already released the multiplayer update for everyone, however there was one major issue that we were not able to fix in all these months: Desyncs. Basically if you play with 3 or 4 players in a lobby, it can happen that the whole game just stops working and all people get disconnected and glitch out into the void. Sometimes you could still move, but all other players would just do repeating laggy movements and the run would be over. We really tried to fix this issue with our current multiplayer framework version, however we were not able to do so. This is why we are currently in the progress of upgrading from Photon Fusion 1.1.9 to Photon Fusion 2, which currently breaks some parts of the game. The last 2 weeks have been spent with fixing most of the issues regarding the version upgrade. We are almost done with it, however there are still tons of new issues popping up that we need to fix in the coming days. We hope to have a new beta version with Fusion 2 out very soon, which then should hopefully also fix the desync issue. Once that is fixed, we can release the multiplayer update out of beta and continue working on new content (finally).
New Content
We have already started prototyping a few things such as new weapons, some points of interest, and more. We hope to have more info on what you can expect in our next devlog, once multiplayer is out fully.
For people that have never played the multiplayer beta, and are coming from ea1.3.6, even if you only play in singleplayer there is also some new content and quality of life fixes to look forward to, that has been added during our multiplayer porting process:
- 60+ new rooms
- locked key rooms and blood key rooms have been completely reworked to include a wider variety of different loot and room shapes
- the slot machine has been reworked and beautified
- the slime boss now gets invincible if too many slime minions are spawned
- smoother animations when putting things into your inventory slots
- lots of bugfixes related to dungeon generation
- tons of tiny things that we probably forgot to mention here (but mostly quality of life fixes)