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[Game Update] - 437482

Release Date: 10/29/20


Update Information:

Hi friends!

We’re making good progress on the DLC and are on track to give you something juicy before the year is up, but as it’s still a ways out we wanted to give you a little something in the meantime. So with that we’d like to announce we’re opening up testing for: Cloud Saves!

This is something we’ve wanted to implement for a while, and we’d like to get them out before DLC testing starts as they’ll help support the coming DLC infrastructure. So this is a fairly small update to the game, consisting of basically just this new feature.

!! ATTENTION TESTERS !! While we're doing our absolute best to never ever delete your save files accidentally, part of the reason for this public testing is so that we can make sure save migration is as safe as can possibly be. In other words, Please Make a Backup Of Your Save Files before joining the public testing branch, and let us know right away in the bug forums if you encounter any issues with migrating and syncing saves.

Thank you so much for helping us out with this. We're all looking forward to finally getting cloud saves into the game. We know you've been asking for this for awhile!

What does this testing branch contain so far?

Here are the changes we've made so far in this update, loosely categorized:

Spoiler

Fixes and Improvements

Cloud saves

  • Cloud saves have been enabled! Use the buttons on the Load Game screen to move your saves for cloud syncing
  • Save file migration to one-folder-per-colony:
  • New save file migration window reorganizes save files into one folder per colony
  • Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony
  • New colony list on load screen, where selecting a colony enters a second page where you view the saves within it

Fixes and Improvements

  • Fixed partial heat transfer increasing energy and flaking fountain
  • Fixed Fish Feeder flaking
  • Fixed both Heavi-Watt Wire Bridges from flaking and doubling mass on melt
  • One cell buildings should no longer flake when melting
  • "More Info" on the error includes the actual error message in addition to the stack trace
  • Enlarged the clickable area to close message notifications so that it's easier to dismiss them
  • Clarified Petroleum Generator description
  • Clarified level up notification
  • "Save As" dialog now shows saves (not auto saves). Also inserts save name + selects it
  • Fixed artifacts not being generated if they are the last artifact of a tier
  • Small update to Chinese localization strings

Optimizations

  • Batch symbol override assignments to avoid call overhead, saves 2-3% of frametime
  • Remove duplicate entries in Offsets, saves 1-2% of frame in fetch cost calculations
  • Push back sort order for Assignable-related chore preconditions, saves 5-6% frametime
  • Replace ArrayRefs in ScenePartitioner with HashSet for 5% frametime savings
  • Small optimization to Symbol Override system ~.5% frametime by removing unnecessary data copying
  • Small optimizations to Symbol Override system ~2% of frametime by changing the way we look up symbols and removing some debugging
  • Facegraph optimization, saves about 1.5% frametime on Dupe stress test
  • Optimized the way Dupes think about toilets. Saves about 4% of frametime for colonies with many Dupes
  • Further optimizations to toilet selection. Can have huge benefits for large numbers of Dupes and toilets: ~20% of the frame on a Dupe stress-test colony

What is open testing?

"Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch.

Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game.

Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds.

What do I do if I find a crash or a bug?

Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly.

Do I have to play the open testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out!

How do I become an open tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam.

How do I play the open testing build?

You can switch your branch on Steam using the instructions below:

Spoiler

How to change branches in Oxygen Not Included (Steam)

  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

 


You can join in the Discussion Topic here.
If you run into a bug, please visit the Klei Bug Tracker.

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