Re-cabled and new network links now carry traffic without a reload, and servers no longer fill up with room nothing uses after loading a save. On Hard, the shop shows what you actually pay.
Fixed
Networking
- Restored or new cabling carries traffic straight away. Pulling one of two redundant links and putting it back left all traffic on the other until a reload, congesting it into SLA breaches.
- Workload moves no longer raise saturation alerts. A move only uses bandwidth customers leave spare, so a link it fills still shows as full, but only customer traffic opens an alert.
Capacity and moves
- Servers no longer fill up with room nothing uses after a load. While moves ran after loading, the game counted their GPU room again every tick until the fleet read full and turned workloads away.
- Workloads left short come back straight after loading. The game places anything short of its contract, of any service type, once your network is up, not at the next hourly check.
- Overbooked servers shed the extra within the hour. This covers memory, disk and GPU. Workloads move to servers with room, and one using GPU room that does not exist restarts once there is room.
- Moves take their room when they start. A waiting move no longer holds space, and the game replans one whose target filled up while it waited.
- No more stacks of "move stuck" messages. The game replans drains, spread repairs and rebalances that cannot start, without a message. A degraded spread or an unfinished drain still shows on the customer or server.
- Large sites move workloads faster. Only 4 moves could run at once across the site. Now up to 16 start each tick, and each server still limits how many it sends and receives.
Shop and CDN
- On Hard, the shop quotes the monthly price you are charged. Lines, licences, cable, peering and flood protection showed the normal price while Hard billed double, so a 25G line listed at $4,000 cost $8,000.
- Multi-AZ CDN customers get an edge cache in every zone. They held one cache for the whole site, so one zone going down took them offline and they could never meet their Multi-AZ requirement.
- A new zone gets its CDN cache within the hour. Once you rack a server in it, every Multi-AZ CDN customer adds a cache there without a reload.
- The prospect card sizes a CDN at the caches it will place. It used to ask for four full copies of the origin at every site.
Lessons
- The "Security, again, on its own box" lesson waits for the basement. It opened in the garage, where the shop sells no security appliance, so nobody could finish it there.
- A security appliance running intrusion blocking completes the gateway lesson. Players who already own one are no longer told to fit the smaller gateway add-on.
- The security appliance lesson names the right next step. An appliance still in its crate now counts, and a powered one without intrusion blocking sends you to its Inspection tab instead of its power socket.
Notes
- Load once to heal. Every server's booked room is recounted from what is placed, stuck drain, spread and rebalance moves are dropped and replanned, and Multi-AZ CDN customers gain their missing caches.
- The appliance lesson leaves the garage on load. A garage save showing it drops the lesson, and it opens again when you reach the basement.
- Saves load both ways. No save fields changed.
- Monthly price fields changed meaning on Hard. Shop and line `monthly_cost_dollars`, licence and flood protection `monthly_dollars` and cable `monthly_per_m_dollars` now carry the charged price, which is double the list price on Hard.
