There were a plethora of little things fixed.
But the most important change is replacement of Unity physics with my own custom physics.
This brings two important benefits:
1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stable, with much less cases of desynchronization.
2. Now I can create a system that will make sure the game doesn't end in case of network related desynchronization, but would rather quietly pick up synchronized state from a few moments later, and fast forward to the current state maintaining synchronization this time. This will remove any desync case except when a player had completely disconnected. This system will be added with the next patch.
This patch also includes a few small balance patches. For example, "freeze" and "weak arms" spells have become stronger.
Technical update
Update notes via Steam Community
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