Update 0.8.76 now deployed!

29 August, 2024

Cover image of Update 0.8.76 now deployed!

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!

Silica V0.8.76:

Gameplay:
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

Multiplayer:
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

Controls:
Fixed: Input stuttering from noisy devices
Fixed: Commander unit selection window not cleared on open menu

Performance:
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

Balance:
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