i’ve been anticipating the release of 0.F stable (because so many mechanism that im familiar with has changed drastically) and im thinking that maybe some players would ask about what’s new in 0.F stable.
and so in this thread/post, i would like to ask about new features, changes and balancing that players can experience when 0.F stable is released. but not all of it, just major new feature players can experience on release.
I’d also say expect a significant slowdown in general. Haven’t been playing for a while, and now after updating to 10898 from something like 10850, i now can see the game being slower, as in each turn taking measurable amount of time on my default zoom level. Before, I could just press direction button (or ‘5’ if in vehicle) and the game would spend about 0.3-0.5 seconds per turn, now it is 1 second+ and I just can’t play like that.
idk if NCs were worth such a slowdown. That is, if they are the culprit - I played for some time with experimental NC builds and it wasn’t this bad, this is a recent development. Here’s to hoping it gets fixed for release.
Let’s hope for it.
Currently the game is in the state where I just stopped playing exclusively because of poor performance. And the worst thing is, it is not consistent.
In previous versions, even on early NC builds, it depended on zoom level and amount of actors nearby, but at least I knew: if I set zoom level to X then I can expect Y turns per second. Say, stable 5.5 TPS when moving on foot, and about 2 stable TPS when running in a vehicle. I could just hold button while walking or set the pace while driving and it would be fine.
Currently, it fluctuates between something like 0.7 and 1.2 TPS, and it does so abso-f***ing-lutely randomly, even if nothing around me changes. That’s the thing I cannot get used to. Tested this by both walking around my mobile base, and driving scout vehicle through empty fields, then through city outskirts. Seems like performance doesn’t depend on number of actors*, and even zoom levels don’t affect it much, except the highest two. The problem is somewhere else, it’s something the game does each turn regardless of how many things it has to render. And for some reason it takes visually perceptible different amount of time.
*- i know it actually does, just that increase is minuscule compared to that per-turn random component.
I’ve actually found out what was causing the lag. About 600 Merches in a satchel in my suit. Took them out and the geisenlag was gone. Still, something should be done with it. Why are merches non-stackable, anyway?