[Patch] Silica V0.8.76 Patch Notes

Silica

Silica blends FPS and RTS in epic, photorealistic battles. Choose to fight on the ground or command from above as humans or aliens. Dive into thrilling multiplayer combat or master strategic command. Are you ready to survive and conquer?

[img]{STEAM_CLAN_IMAGE}/43915158/2e475114e84a84f9133745f96c8c518f9637e9b7.png[/img] Greetings everyone! We have just released an update focusing almost exclusively on multiplayer networking both in terms of stability and scalability. We have moved from the old Steam Networking API to the new Steam Networking Sockets API. This was a massive change requiring a significant time investment, requiring the AI overhaul to be put on hold. With this done, AI takes the top of the priority list again, so expect to see big improvements in this regard very soon. Additionally, numerous performance optimizations have also made it in, further improving framerate. In any case, a list of changes is detailed below. Again, thank you for your support and especially patience. Silica is a complex work of passion that takes a ton of work to polish and we are all looking forward to the day we release a perfected 1.0. Take care and see you on the surface! [u][b]Silica V0.8.76:[/b][/u] Gameplay: [list] [*] Added: Aim compensation for Siege Tank and Armed Transport [*] Added: Chat, TeamChat and ServerChat console commands [*] Added: Structure rally points [*] Changed: Siege Tank projectile now has ballistic arc [*] Changed: Squid may use both speed boost attack and explode attack at the same time [*] Fixed: Crab stop/start/stop motion on lower FPS [/list] Multiplayer: [list] [*] Added: Sending packets through lanes, separating reliable and unreliable [*] Changed: Overhauled Steam networking layer to use Steam Networking Sockets [*] Fixed: Server advertised only once fully loaded [*] Fixed: Trying to connect while loading could result in not being able to join again [*] Fixed: Net Update packets were being sent as reliable (should be unreliable) [*] Fixed: Messages remained in the read buffer, allowing them to build up [*] Fixed: When connection is ended but not informed, disconnect client/server if sending a packet returns no connection [/list] Controls: [list] [*] Fixed: Input stuttering from noisy devices [*] Fixed: Commander unit selection window not cleared on open menu [/list] Performance: [list] [*] Optimized: CreatureTurret LOS check uses batched raycasts [*] Optimized: Soldier LOS check now uses batched Raycasts [*] Optimized: AI pathfinding calls spread out over time [*] Optimized: Damage synchronization [*] Optimized: Use poll group for client connections on server for faster reading [*] Optimized: Network traffic based on load for damage and pathfinding paths [*] Optimized: Unreliable packets not sent for a while if the send buffer is full [*] Optimized: Projectiles multithreading [*] Optimized: Soldiers and aliens no longer use animated colliders, using a custom algorithm [/list] Balance: [list] [*] Changed: Squid explode damage from 2500 to 3500 [*] Changed: Dragonfly Health from 200 to 300 [*] Changed: Dragonfly speed from 35 to 45 [*] Changed: Dragonfly latch on force from 3.5 to 5 [*] Changed: Wasp Health from 200 to 300 [*] Changed: Wasp latch on force from 3.5 to 5 [*] Changed: Fighter magazine size from 100 to 40 [/list]