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Metal Heads update for 15 April 2021

Hotfix (Easter Access 6.1)

Share · View all patches · Build 6545685 · Last edited 23 February 2024 – 12:51:24 UTC by Wendy

Patchnotes via Steam Community

Feeling even worse today unfortunately, but managed to try and fix up some stuff and work on some network optimization.

CHANGES:

  • Player 1 should no longer turn completely black in certain circumstances. This didn't break gameplay, but did mean that certain gameplay elements that relied on the player colour were invisible. For example in Cognitive Collection and Melting Memory, the rings light up the colour of the player, however if the player colour was black, that meant the light was black and therefore wouldn't actually light up or show light, making it very confusing for player 1.

  • Made the board game UI initiate the current round/max rounds correctly and be formatted correctly.
    Previously for a moment it would just show the current round, nothing else. So now it shows as "Round 1 / 8" versus "1"

  • Added a kind of safety measure to ensure that if the stage of the board game wasn't the "Modify Tile" stage, then the modify tile user interface would not appear on screen.
    This generally only occurs due to significant lag anyway, so if the host PC isn't very good, or their internet upload speed isn't very good, there would be a huge delay on the information sent to clients that is necessary to update them all on what stage the board game is at.

  • Updated the text in the start up (CONTINUE) screen to include "MUSIC IS DMCA FREE".

  • Did some performance and network optimization to Dark Dangers, as each tile/section in the level/maze previously had a pickup which was loading on the network and slowing things down a lot.
    I haven't tested the before and after performance, but it should be better.

  • Experimented with network optimizations in Cognitive Collection.
    Previously there were variables being updated constantly by the server, which caused a significant amount of lag online. Now a lot of the logic is client-side.
    I also attempted to add some kind of synchronization of the rotation of the cogs, but it's still not perfect and there's still a slight offset from server to client, but this offset is almost impossible to remedy due to the nature of how online/networking works.
    There is one thing I am looking into to try and resolve a LOT of the networking issues in general, but until I learn that method and implement it, this is all I have got for Cognitive Collection for now.
    If it's still suuuuper laggy, let me know.
    I also disabled the randomly changing directions for Cognitive Collection for now as it's almost a requirement for the online multiplayer to stay in sync until I learn better techniques on network synchronization.

Thanks everyone!

YOU ROCK!

Windows English Metal Heads Content Depot 1132671
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