Who needs an introduction? We've got new stuff to help success rates across the board, so take a look at these hot details:
- New faster methods for gathering public IP address. You should wait less time for the primary IP source. Let us know if this needs adjusting.
- Fixed a problem with Steam lobby data being incompletely written after the host loaded the lobby scene. This should mean much fewer "Failed to Get Steam Lobby Data" messages.
- Ensured that only lobbies where the host has actually loaded the game are listed in the online browser. Helps ensure that the host is ready to listen for punchthrough.
- Upped the disconnect and ping timeouts. This means you will see "Failed to Connect" after "Success! Loading adventure..." less frequently, but it WILL take longer for disconnected players to be deleted from the game. We hope to bring this back down when we have our more permanent solution built in for keeping the line active during loading.
- Fixed one of the most common ways for getting console desync. Players should see each other floating around less and consoles should be locked out significantly less. Some more console locking problems still exist and are being worked on actively.
- Forced Steam lobby member limit to 4 to ensure that lobbies don't accidentally overfill due to several players attempting to join too quickly. Should overall reduce overfill probabilities and competition problems for lobby slots.
- Better logging for players who send output_log or Player.log to us devs!
- Increased the "f" number on our version to 4! Feature of the year?
NOTE: This WILL cause a "CRC Mismatch" between versions. This means that people who have not yet updated to the latest hotfix will be unable to successfully connect to those who have updated to the latest hotfix. Please be patient with players who have not quit and updated yet. This generally resolves within a few hours.
