Update: press Update, then Finish update once. The game code is built in full one last time, in about half the time it took before. Shaders and saves are kept; no shader is translated again.
Highlights
- Building the game code is about twice as fast: a full build on a 16-thread PC went from 13 minutes to 7
- Translating the game's shaders in Set up is 3.6 times faster: from over 15 minutes to about 4 on a 24-thread PC
- Small updates stay small: only the parts of the game code an update really changes are built again
- Updates no longer take the game away: from the next update on, the launcher builds the new game code in the background while you keep playing
- Link Play over the internet needs no room code: every room shows up in the game's own Visit a Friend list
- Private rooms use the game's own Link Code, set in the game when you host, not in the launcher
- Only rooms you can join are listed: a room with another game version or other gameplay mods does not show up, so a join that would end in a communication error is never sent
- Seamless co-op (experimental, off by default): every player in a Link Play session plays their own story in the host's world
Added
- Seamless co-op (experimental): turn on Seamless co-op under Same for everyone on the launcher's Link Play page; every player of the session needs it on
- Seamless co-op: Pokémon give each player the requests and story talks of that player's own progress, the host and each visitor alike
- Seamless co-op: story progress is kept in each player's own save, and written after every story step
- Seamless co-op: a story step that changes the town (a Pokémon moving in, its home) waits until you are back in your own world
- Seamless co-op: an important item a visitor picks up stays in the host's world for the host, and each visitor takes it once
- Seamless co-op: a copy of your save from before each session is kept (the newest 5, in
story-coop-backupin the save folder), with a journal of every story quest change (story-journal) - Link Play: every room on the public relay is listed in the game's Visit a Friend, with how many players are in it
- Link Play: the game's own Link Code makes a room private; the room is still listed, and only players who type the code get in
- The launcher prepares an update's game code in the background, shows its progress on the Home page, and installs once the game is closed; you can cancel before that without losing progress
- The game can be picked as an
.nxarchive, next to a folder or a.nup(#456, thanks renatoddias) - Settings > Game > Logo and icon: choose the Recompia or the Classic logo and icon, for the launcher, the game and the Steam shortcut (#557, #621)
- A short Link Play guide:
docs/link-play.md
Changed
- Finish update and Set up again compile the game code in about half the time (794 s to 410 s on a 16-thread PC)
- One compile job per GB of free memory instead of per two, so PCs with little free memory build with more of their cores
- Translating the game code takes about 40 % less time: about 110 s to 65 s on a 24-thread PC (#625, thanks oopsmishap)
- An update that changes only comments or other platforms' parts of the game code headers no longer compiles the whole game again
- The game libraries kept for the next update take 0.3 GB instead of 2.4 GB
- Set up translates shaders in one translator run and packs the cache while it translates: 925 s to 258 s on a 24-thread PC, 609 s to 236 s on 8 cores (#619, thanks oopsmishap)
- A paused shader translation keeps every shader it finished
- Shader translation on Linux and macOS picks its workers and memory from what the PC has free, and retries once with lighter settings when memory runs out (#616, thanks Piktrip)
- Link Play over the internet needs no setup; the launcher's room code fields are gone, and your own relay or a direct address are under Advanced
- Link Play rooms are listed only for players with the same game version, the same gameplay mods and the same Same for everyone switches
- The launcher's Visitors can talk to story characters switch is now Seamless co-op; a player on the earlier Story co-op is not listed
- The launcher keeps Link Play on Internet across restarts (thanks to Sakamoto on Discord for the report)
- Sorting the bag or a storage box uses the game's own sort: hold X, or click Hold to Sort; it works in Link Play, and Y, ZR and F no longer sort
- Camera aim keeps the block you aimed at while a move plays, so turning the camera after the press no longer hits another block (#535)
- The render size is capped at 3840x2160; your screen still shows the full picture
- If an update cannot finish, the launcher puts back the game build you had, not only its own files
- The launcher no longer promises "about 7 minutes" for a rebuild: it says from a few minutes to an hour, depending on your PC
Fixed
- Stuck on the Ditto loading screen for good with the render scale above 100% on a 4K screen
- Windows: a Switch 2 Pro Controller on a USB cable not being picked up; it now works with Switch prompts, rumble and gyro (#522, thanks ondona)
- Linux: the Steam Controller not working when the game is started from Steam without
SDL_VIDEO_DRIVER=x11in the launch options - Linux and SteamOS: Set up not finding the shader translator
- The Ditto loading screen's black background not reaching the top and bottom on taller screens such as the Steam Deck (#534, thanks Piktrip)
- Set up looking frozen while it translates the game code: the bar now moves through that step and shows the time left
- Set up showing no reason for a failure when the game folder has an accent in its path (#630)
- The launcher reporting "The game stopped unexpectedly" (0xC0000409) when the game closes itself
- A touch screen Menu button showing up in the corner on desktop PCs; the button is removed
- Sort turning the bag page in storage boxes once the bag is expanded
- Seamless co-op: asking Drifloon for a Dream Island in a story area left the session in a broken copy of the area
- Seamless co-op: a gold-glowing buried spot stayed over an empty hole after a visitor dug it up; the host now gets the item
- Seamless co-op: the host could not take a memory piece after a visitor took it, until the world was loaded again
Known issues
- This update still waits on Finish update, because the launcher you have now runs it; the background build starts with the update after this one
- While an update prepares in the background, the game can run slower on small PCs and handhelds; Slower, keeps the PC usable on the Set up page makes the build gentler
- While an update is in progress, Set up, repair, profiles and mods are locked in the launcher until it has installed or you cancel it
- A room with a Link Code still shows up in everyone's list; only joining it needs the code
- Seamless co-op is experimental: to go back to a save from before a session, copy its account folder and
.metafile fromstory-coop-backupoveraccountwith the game closed - Seamless co-op: story markers, story talks, buried spots and Pokémon traces follow each player's own story, so players do not see the same ones
- Seamless co-op: the Dream Island trip is not available from a story area in a session; it still is in Palette Town and on Cloud Islands
- Seamless co-op: an important item a visitor already took still lies in the host's world for that visitor, who cannot take it again
- Seamless co-op: when the host picks an item up, it is gone for everyone, as in the game
- Seamless co-op: what a visitor picks up or is given goes into the game's Link Play bag, not the bag you have at home
- An
.nxmade straight from an.nspor.xciis refused; make it from extracted files or from a.nup - A game folder inside OneDrive can still fail in Set up while OneDrive syncs it; a folder such as
C:\Gamesavoids that