Start repair now brings a failed server back within minutes. This release also fixes more than twenty problems with capacity, customers, traffic and the console.
Fixed
Repairs and failures
- Start repair brings a failed server back. It returns minutes after the work order ends, unless a dead part, a tripped breaker or a zone outage holds it down, and #ops says which.
- A repaired server no longer waits for a neighbour. Replacing a dead part brings the server back even while another server in its rack is down with its own, unrelated fault.
- The event feed says why a server failed. It names a hardware fault, a tripped rack breaker, a zone power loss, overheating or a failed part instead of "downstream of upstream failure".
- A zone hit by a second outage stays down until the second one ends. It no longer reads healthy when the first outage ends while some of its servers are still dark.
- Loading a save leaves uplink alarms alone. An open uplink saturation alarm no longer closes on load, so a reload no longer pays out reputation and skill or restarts the alarm's clock.
- Removing one switch of an MLAG pair dissolves the pair. The other switch no longer reports a partner that is gone until you reload.
Customers and capacity
- Customers stop asking for VMs no server on sale can hold. A busy customer asks for the largest VM a server you can buy at your site can run, or does not ask.
- A refused growth request stays refused. The customer no longer asks again every minute and costs you trust each time you say no. They ask again once you install a new server.
- Prospects size their VMs to servers your site can buy. The game caps a prospect's VM size by the servers on sale at your site, not by every server in the catalog.
- GPU and special servers no longer count as room for ordinary VMs. A prospect or growth request that fits only on a GPU, RISC-V or mainframe server now reads as not fitting.
- Passing on a GPU prospect you cannot seat is free. Turning down a GPU customer when you have no free GPU no longer costs reputation.
- Customers lose patience during a long outage. They move from polite to worried, angry and leaving at the pace their contract sets, and their messages show it. Before, their tone never changed.
- Customer trust falls during an outage. A customer's trust now drops through a long outage at the rate their contract sets, and it feeds their mood and whether they stay. Before, it never moved.
- Customer message moods vary again. After about three months of play, every customer message had used the same mood.
- A customer with nothing running shows nothing serving. The customer page no longer keeps the last serving count after a customer loses every unit.
- A storage bucket short on disk asks for storage. A bucket that the failover reserve blocks now says it needs storage, not compute.
- Managed databases count as noisy neighbours. The CPU contention alert names a database when it is the heaviest load on a server, and the server console counts every service's CPU right after a load.
- A refused isolate keeps the customer's segment. If the game refuses to isolate a customer onto dedicated servers, the customer stays on their old segment instead of dropping to the shared one.
Network and traffic
- Traffic between your servers stays off the internet line. During a flood, server-to-server traffic no longer counts against the site's inbound line, so a flood that fits the line no longer fails requests.
- A switch behind an inline firewall or a patch panel can saturate. Its uplink now has a limit, so the switch raises a saturation alert when that uplink fills.
- Targeted floods spread across a customer's zones. A flood aimed at a customer in several zones now hits some and spares others, where it used to hit all or none. A running flood may move.
- Every bonded port counts its traffic. Each member of a server's bonded connection now adds to its lifetime traffic counters, not only the first.
Interface
- Marking ports for a bond no longer resizes the console. Switch, gateway and appliance consoles keep room for the Bond button, so the window keeps its size as you mark ports or change mode.
- The rack side panel stays on screen. A full rack, a long name or a saturated switch no longer pushes it off the right edge, and long readouts show in full on hover.
- CPU figures use one word for each thing. Physical cores read pCPU on the Capacity page and a prospect's free capacity, as on the server console, and vCPU is the overcommitted amount you can sell.
- Capacity rack space skips gear in your hands. The Capacity page no longer counts a server you carry as used rack space.
- Gateway shop rows show their ports. In engineer mode a gateway lists its port summary as its name, as switches and appliances do.
- Four port types get proper labels. SFP56, SFP112, QSFP+ and QSFP56 ports show readable names instead of raw ids.
- Sandbox settings stay in their shown ranges. The game holds a value set during a run, from the host or the API, to the range the configurator shows.
- Hints and the Codex match the incident cards. The text that tells you what to check reads the same in all three places.
- More of the game can be translated. The security log, the spread warning and the sandbox labels now use translatable text. The English wording stays the same.
Notes
- Saves load both ways. A v0.1.75 save opens in v0.1.74, and older saves open in v0.1.75.
- Version lock. The game and its server now speak protocol 73, so a v0.1.75 client cannot join a v0.1.74 server or the reverse.
- Load once to heal old id counters. A very old save that lacks some id counters no longer hands out an id it already uses. Nothing moves and nothing is renamed.
- Finished work orders are cleared. The game removes a work order a day of game time after it closes, so a long game keeps a smaller save.
- API fields removed. About 60 view fields that nothing read are gone, including the host monthly cost fields, cable routing fields and customer lifetime request counts. `docs/protocol-history.md` lists each.
- API fields changed. `SiemEventView` carries `msg_key` and `msg_args` instead of English text, `ServiceDemandView` adds `reason_key` and `reason_args`, `HostSkuView.arch` and `accelerator` use the enum name, and `HostUplinkView.lag_mode` is typed.
