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Pamela - Development Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Mar 23, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Pamela v0.1.1.6 has been released:

    Update: PAMELA v0.1.1.6 is Live! <Please note! This update will cause existing world save files to be deleted!>

    Happy Monday Sleepers!

    After some delay fixing last minute issues, we've got our first major update ready for showtime.

    Why are we calling this a major update, you ask? Well, because there's a metric ton of fixes, optimizations, and balance tweaking resulting in our by-far largest set of patch notes thus far.

    As always, thank you so much to all of you who've posted bug reports and in-depth notes here; this is so crucial, and enables us to churn out these updates in a timely manner for everyone's benefit! Please keep it up, you're all awesome.

    Here are the main highlights of this update:

    Saving is significantly more stable and reliable

    Due to some unexpected last-minute issues at launch, saving and loading have never quite worked properly. We apologize for all those of you who have lost your epic loot after the save system has hickuped - the underlying issues has now been fixed, and though we're still working on improvements, you should now be quite safe to build bases, upgrade items, and more without fear of losing everything next time you play.

    RAM Usage has been reduced significantly

    Through working directly with Unity, we've implemented some huge optimizations that have reduced memory usage dramatically (down from roughly 7.5GB to 5.3GB in our testing thus far). These optimizations should reduce crashing for some users, as well as decrease loading times and improve in-game performance. We are still working on some loading time reductions for those of you who experience extreme times (15+ minutes) and will post further updates as we progress.

    Hacking Balance 3.0

    We've been tinkering further with the hacking difficulty systems; at launch, too many objects were locked with too high of difficulty, so we nerfed them quite significantly. Last patch, it seemed that hacking became trivial in most cases, so we've played with the way difficulties are calculated. Read the Hacking section of the patch notes for the full info on these changes.

    Tons and tons of additional fixes and balance Tweaks

    There's simply too much to describe here, so please read the full patch notes if you're dying to know every fix. We've been replying to threads to notify the OPs if the issue has been fixed, so please check there if you recently posted about a bug.

    Phew, time for the patch notes. Please let us know your experience below, hope this update is a solid improvement for every one of you! We should have another patch coming mid-week, depending on how we progress with a few things we have in the works.

    [...]​
     
    Last edited by a moderator: Mar 23, 2017
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