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Multiplayer Patches!

Kiloton · Community Announcements · March 26, 2026

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Desync Fixes

Some new approaches to reigning in the gamestate in the long run. I had been previously trying to prevent floating-point math based desync. That never really worked that well. Now we're trying some bandaid fixes! The good news is that they're pretty good bandaids.

These three sytems effectively force the host's version of the game onto all the clients whenever they fail a test. This will cause a little bit of rubber-banding - cities uncapturing themselves, etc, but it stops the game from drifting into a crazy desynced end state.

Rejoin Fixes

An old and annoying bug was that starting a new game after exiting an old one sometimes caused a white screen. Shutting down the connection between attempts worked for some people, but not others.

Tracked down some stale static data and references that were screwing up the game-scene entry point after a reload

"RESTART" Command

One commonly requested feature was the ability to relaunch a multiplayer lobby with the same folks, without having to quit to menu and retype in all the codes. I never added this because of the above bug making it necessary to purge sessions. Now it works! The host just types in "RESTART" in the pause menu to start a new multiplayer session with all still-connected clients.

Thanks for putting up with my crappy multiplayer code guys, please report bugs to the discord

-spacemann

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