v0.1.27c (Early Access)
v0.1.27b fixed one of the three ways a managed database could be destroyed. This fixes the other two, and repairs the damage they left behind.
If a customer's database reads as down for no visible reason, load your save once and it will be put back.
Fixed
Databases
- Approving a growth request no longer destroys the customer's database. When a customer asked for bigger VMs, approving it released everything they were running — their database included — and then rebuilt only the VMs. This needed no reserved hosts and no old save; it happened on a fresh game the moment you said yes.
- Reducing a customer's VM count no longer destroys their database. Scaling a customer down released their oldest machines first, and a database's machines are the oldest ones they have. The database went before a single VM did.
- A database that fails over keeps its disk. Only the primary copy held the storage, and promoting the replica did not carry it across, so a database that survived a host failure came back running on nothing with its data stranded on the dead machine. The storage now belongs to the database rather than to whichever copy is currently in charge.
- Saves repair themselves on load. Databases are put back together, missing storage is reattached, and abandoned copies are released. Nothing is moved and no database is rebuilt, so there is no downtime. Healthy saves are untouched.
- Abandoned copies stop costing you. When a database broke, the game quietly built a replacement and left the old copies running on your hardware — unbilled, invisible, and holding memory and cores. One customer in testing was sitting on six. Loading your save releases them and hands that hardware back.
Growth requests
- A request for bigger machines says so. It read "+0 VMs" — a customer asking for nothing — because only the "more machines" half of the request ever reached the interface. It now names what is actually being asked for, on all four screens that show it.
Multiplayer
- A box or crate someone else is carrying no longer sits on the floor for you. You could walk up to a delivery box a teammate was already holding and get a flat refusal about something your screen said was right there. The same went for rack crates, and because the crate pile is packed in order, two people carrying crates saw two different piles.
- You can see what other players are carrying. A shipping box or a rack crate now shows in their hands. Previously only unboxed equipment did, so the two longest walks in the game were made empty-handed.
- You can watch another player run a cable. They used to stand still and a finished cable appeared out of nowhere. The run they are dragging is now visible as they thread it.
- Two players cannot pull a cable from the same port. The second is told at the moment they try, instead of threading a route across the room and losing at the last step.
- The delivery robot and the trolley are shared. Both players see the same machine in the same place, carrying the same load in the same order. Each client used to run its own copy, so one player could drive it down the aisle while it stood still on the other's screen, with the load drawn somewhere nobody had put it.
- Anyone can send the robot somewhere, or stop it. Telling it where to go is a command, not something you hold on to, so a machine parked in your way is one you can move. Towing the trolley is still one pair of hands at a time.
- Leaving a session lets go of whatever you were holding. Boxes, crates, the hauler and a half-run cable all return to everyone else rather than staying locked to a player who has gone.
Cabling
- A tray run is placed all at once, or not at all. It went out one segment at a time and stopped at the first refusal, so running out of money partway through left half a route built and charged for, with nothing to say which half.
Deliveries
- Boxes put down in a second colo cage belong to that cage. Everything dropped anywhere in the room was filed to the first zone, so once you bought a second cage its deliveries and loose equipment were recorded in the wrong place.
Racks
- Stepping between racks with A and D takes you with it. Only the camera moved, so leaving the inspector put you back at the rack you started from, and in co-op your character never left it.
Notes
Saves from v0.1.27 and v0.1.27b load as normal. No save-format changes.
Multiplayer sessions need every player on the same version. This release changes what clients and the server say to each other, so a v0.1.27c client cannot join an older host or the reverse.
Freed hardware may show up as a jump in available capacity, and affected customers' bills correct themselves on load.