v0.1.40 (Early Access)
A struggling player no longer freezes the host's game. Approving a request for bigger machines now moves the customer somewhere that can hold them, and hard mode stops cutting your only garage line.
Fixed
Customers
- A resized machine moves to a host that fits it. It used to grow where it stood, leaving a 21 GB tenant on a 16 GB box at 140% memory.
- The customer page updates the moment you approve. The contracted size and count went on showing the old numbers until you saved and reloaded. Auto-approve had no refresh at all.
- Auto-approve says when it cannot say yes. A request your fleet had no room for was left pending with no explanation. The reason is logged and the request stays there to act on.
- The thank-you reply makes sense for a resize. Approving "can we get bigger boxes" replied "0 more virtual machines should land soon".
Multiplayer
- A player in trouble no longer takes the host down. One guest whose connection stalled could freeze the host's own game and hand every player errors until they quit to the title.
- You are not dropped while you are still loading in. The host counted a joining player as silent while that player was still waiting on the host's own reply, then disconnected them.
- A lobby whose host has gone no longer looks open. Joining one used to hang for twelve seconds and fail; it now reads as not started, so you wait in the room instead.
- Rejoining a lobby you used to host no longer fails instantly. Your old world stayed advertised after you left it, so the game tried to connect you to yourself.
World
- A carrier line is never cut when it is your only one. Hard mode cut it on day three to test redundancy the garage cannot buy. It waits for a second line now.
Notes
- Saves work in both directions with v0.1.39. Nothing in the save format changed.
- Multiplayer works across v0.1.39 and v0.1.40. The world update format is unchanged.