Hey everyone!

We have updates! Patch 0.0.6 contains a lot of bug fixes and cleanup, from dedicated server fixes to resource and stat reworks.

Thanks to everyone that contributed to the bugs list over the last month, it’s really served to focus us in on whats making Aetherforged unplayable right now. Also, the tests have been pretty fun!

WATCH SOME ALPHA TESTS HERE

Patchlog 0.0.6

Obligatory cleanup of old outdated stuff

Nibra: Nibra’s Q only deals extra damage twice now and reduces the cooldown by 4 seconds each time that the resource is consumed to cast it Nibra dash does a cone at the end now, dealing damage Wind up added to the dash (she also now turns in the direction and locks movement) Inner fire updated, should be working more consistently now Inner fire resource now resets to 0 on death

Items now pre-initialise on hosts and servers. This was what stopped clients buying things before the host had bought

Fixed a bug where inputs from the host were replicated on all clients

Reworked the buying of items, the client now successfully requests purchase from the server. The server then runs the numbers and adds the item serverside, then syncs the stats back up to the clients

Reworked stats, now we use a single call for all updates and they are all done serverside first



Tier 2 items polished and merged into the master build branch

Resistance removed from authority – thanks Taggerung for the bug report

General improvements to dedicated servers – one step closer

Levelling abilities now actually are synced Can no longer level two abilities at level 1 Make sure that the clients are requesting the server to level up abilities, before doing it client-side

Added area target casting as an ability trigger

Potential updated – Health and Power now stack whilst killing minions

Resources got tweaked, added the proper checks on the client and server for creating resources, and made sure that they were separate server/client side Note that whilst resource is technically working behind the scenes, clients don’t see their own resource just yet

Fixed a dedicated server issue where the server was trying to command itself

Fixed an error with resources being activated with basics attacks

Started to sync resources between client and server

Movement in planning

Last month we said we wanted to tackle some broken systems, it’s been looked at a little, but most of our focus has been on the dedicated server and server-client sync issues. Trying to make sure that the rest of the game is actually playable.

Last night we managed to get our first proper test done with a dedicated server and multiple clients, this wasn’t possible a month ago at all. There are still kinks which I plan to tackle this month to get that airtight.

Placeholder hitboxes are something I really want but haven’t had time to visit this month.

We successfully played multiple games this month! Getting some really important bugs fixed and having some folk report bugs to us has been incredibly helpful!

By the end of this month I plan to have:

Dedicated server syncing issues cleaned, and team vision merged into it for testing.

Getting our game loop implemented, forger select, game, win condition, back to menu/launcher. (This is a huge task)

Holidays

This month, with the help of subs and other folk testing builds we managed to get through a fair chunk of bugs!

If we can get charging through dedicated server stuff this month and onto game loop it’d be a huge step in the right direction.

I’ve picked up streaming on my own personal channel recently, where I do random stuff like Overwatch and make things that don’t relate to Aetherforged directly:

Dink_Dunk Twitch page

In other news, Boston 2018 PAX East! I’m heading over to Boston at the start of April for two weeks, unsure if I’ll be able to stream at all. So expect a quiet month of April. If anyone is heading there, hit me up on the twitter, maybe we can get a drink.

Cya,

Duncan “Dink_Dunk” Duguid

Lead Developer

o7