Patch Notes: Steadier reconnects and a lighter server in crowds
Servers
- This update restarts the multiplayer server once: everyone online is disconnected for a moment and reconnects on their own.
- After a server update, everyone online no longer reconnects in the same instant. Each game now waits a moment, longer the more players are online, so the account service is not overwhelmed. Rejoining the world chat takes no longer than before, but your own area may take a few extra seconds to reappear.
- Games in a crowded town send less: a player with no enemies, camps, horses or boats around no longer repeats "nothing here" to everyone every two seconds.
- Asking for a sign-in token costs the account service fewer database reads.
- The account, realm, heartbeat and profession reads a game keeps asking can be answered by read copies of the database, so they need not queue behind everyone's saves.
- After the next server update, crowded towns cost the server far less: other players' movements reach you in small bundles twenty times a second instead of one message per player per step, and the world chat's list of who joined and left arrives once a second.
- After the next server update, an area next to a duel, a Wrothgarian zone fight or a sea serpent fight says so, and your game sends it every step while it does.
- After the next server update, developers can change the boss fights' body check and the Discord roles the herald pings without restarting the server.
- After the next server update, the world chat is no longer one server for everyone: players are spread over sixteen by account, so it holds many more at once. The World tab still shows how many are online and, while that is no more than 512, lists them all.
- After the next server update, type
/find <name>(or/who <name>) to find anyone online by name. The Guild tab lists your guildmates online wherever they are. - After the next server update, each region's chat is split four ways the same way, so a crowded start region lets everyone in faster. The Region tab still lists everyone in the region.
- After the next server update, a full town, building or dungeon no longer turns you away: you join another copy of the same place (up to eight), and a party out in the open world joins its leader's copy. A sea serpent, a raid, a circle-rite and the card tables stay with the main copy of a place.
- After the next server update, a world boss's court no longer turns players away when it is full: a newcomer joins a copy of the court and can fight the same boss for the same rewards, beside the players in that copy.
- The Renown you earn now reaches the server every few minutes instead of every minute, which saves the server a great deal of work. Your bar still shows what you earned at once (the faint part fills in when it is counted), and a level-up and the hour's limit are still reported within the minute.
- Once you have earned all the Renown an hour allows, nothing more is collected until the next hour, since the server would not count it anyway. Your weapon's sigil already stopped drinking then.
What's Changed
- Scale arc past 2,000, every slice: SCALE4e, 2c, 4f, 4g, 4h, 5b, 5c and 5d, audited (AUDIT SCALE II; acct112, relay world192) by @Lattymoy in #757
Full Changelog: app-v0.1.7815...app-v0.1.7846