Sector's Edge cover
Sector's Edge screenshot
Genre: Strategy, Indie

Sector's Edge

Build v1.3.8e

Hey all, we're both back at work full time now, so this weekend I took the time to catch up om some bugs and optimisations. Enjoy!

Fixes


- Fixed structure placement highlight rendering at the edges of maps
- Fixed 'Return to Battle' text not rendering when inside the enemy team spawn on some maps
- Voxel engine and networking stability improvements
- Fixed voxel map edge brightness in bare minimum
- Fixed explosion particle colour
- Fixed outer scope blur effect lasting too long when firing the last round in a magazine

Changes


- Reduced the amount that bots build
- When a human joins a match, they will join the team with the weakest human power

Optimisations


- Voxel engine optimisations

Build v1.3.8d - Patch 1

Fixes:
- Fixed glass rendering in bare minimum
- Fixed "+1 Magazine" text rendering when spectating
- Fixed server listings showing incorrect bot/player counts

Build v1.3.8d

Fixes:
- Fixed Breakthrough zone rendering when testing maps locally
- Fixed issues with floating structures not falling
- Bots are no longer included in the online/active player counts

Changes:
- Bot count shows on the server list
- When un-selecting both 'empty' and 'full' server filters, only servers that have players and aren't full will be shown

Optimisations:
- Voxel engine refresh and cleanup - faster floating voxel checks, block creation, block removal, explosions and structure placement

Build v1.3.8c

Hey all, I've spent the past week working on bots. There are some pretty exciting improvements here!

You can enable bots yourself now. Claim a lobby and send /botcap 10 in chat to enable 10 bots, for example.

Fixes:
- Fixed player-map collision issues causing jerky player movement and teleportation
- Fixed issues with shotgun spray patterns at certain angles
- Bots now have the minimum possible influence over total team power (for autobalancing)
- Players will now be correctly shown as holding a flag when joining mid-match
- Fixed Salvage canisters spawning too low
- Fixed autobalance not moving players sometimes
- Fixed duplicate gun fire SFX sounds playing when another player starts shooting

Changes:
- Custom lobbies will reset 5 minutes after all humans have left
- Default bot cap reduced from 24 to 16
- Many SEPAI Bot improvements - pathfinding, job system, building, sliding, flanking, memory, hearing

Additions:
- /bots t|f command replaced with /botcap N, which controls the max amount (N) of bots in a lobby
- Announcement text now has a dark background behind it

Build v1.3.8a

Fixes:
- Loading Workshop maps in custom lobbies now works correctly
- Fixed water rendering
- The hurt SFX no longer plays loudly when picking up an ammo bonus with the Scavenger 3 mod
- Fixed issues with diving and resurfacing SFX
- The resurfacing SFX no longer plays when adjusting settings
- Fixed player outline rendering

Changes:
- New and improved map JSON format and documentation at https://sectorsedge.com/workshop

Additions:
- Custom lobby owners can enable and disable bots with /bots t and /bots f

Build v1.3.8 - Patch 3

Fixes
- Fixed enemy flag carrier colour on the minimap in CTF
- Fixed flag/bomb spawns in Laboratory
- Fixed startup OpenGL issues that caused issues with rendering
- The kill SFX now plays when killing the flag/bomb carrier
- Autobalance messages no longer show when both teams are full

Optimisations
- Multithreading optimisations and stability improvements

v1.3.8 - Patch 2

Fixes:
- Fixed fall damage kill display in the killfeed
- The 'Close' button in the settings window works again
- Localisation phrases for in-game announcements, spectator UI and rich presence
- Fixed issues with joining custom lobbies
- Fixed issues with projectiles + collision in FFA game modes
- Fixed Trial UI issues

Build v1.3.8 - Patch 1

Fixes:
- Fixed issues with clicking scoreboard buttons when joining a match mid-round
- Fixed Soltrium Temple spawn area rendering
- Fixed other player's automatic weapon fire not showing sometimes
- Fixed localisation toggling not affecting some UI elements
- Fixed autobalancing not taking into account current player KDR correctly
- Fixed issues with window flickering when pressing Alt

v1.3.8 - New Networking Engine, Points UI Revamp, WIP Localisation, New Servers

Hey all, Verc and Rocket here!

When we launched v1.3.7 I noticed there were a few minor networking issues, so I decided to rewrite the entire networking engine.

The game now processes input events faster, uses less bandwidth and handles packet loss better (smarter channel sequencing). A lot of networking bugs relating to joining servers, respawning, switching tools and reloading have been fixed.

New Points UI


Lately I noticed that the points UI in-game appears quite spammy, especially when killing multiple players in a row. I decided to clean this up with a few changes:
- KILL / KILLSTREAK / HEADSHOT / DIRECT points will accumulate together and a red icon will show on the right if it's a headshot/direct kill. This line will always either say KILL or KILLSTREAK
- All point types will accumulate together, i.e. rather than showing ATTACKING 50 twice, they will be combined together and say ATTACKING 100
- The point UI is split into two sections: Primary (red bar at the top) and Secondary (blue bar at the top) categories



An extra settings section has been added that lets you control whether each point type is Primary, Secondary or Hidden. This way if you don't want OVERKILL / FLAG DEFEND / etc to show, you can disable them.



Here's the new UI in action. Let me know your thoughts and if there's anything else you'd like to customise!




Localisation and New Server Locations


We now have servers in Seoul, Athens, Stockholm and Helsinki. Temeski has broken the new lowest ping record with 2ms ping to Helsinki!. This is all in preparation for the Attachment Update that's coming up, and even more server locations are coming soon!

We are planning to translate the game into numerous different languages for the Attachment Update and currently have a team of players helping translate the game into Finnish, French, German, Italian, Russian and Turkish. If you would like to help out, we're managing it all on GitHub here: https://github.com/Vercidium/set



What's Next


Rocket put the finishing touches on all attachment models and textures today, which is a huge milestone for us and the Attachment Update. It has been a lot of work and we can't wait till they're all in-game and we can shoot each other in the face with them.



That's all from us, we may release another stepping-stone update for 1.3.9, and then the Attachment Update is coming in v1.4!

We will be meeting with our marketer in two days to discuss marketing, advertising strategies and trailer ideas for the Attachment Update. If you would like to help out with the trailer, join our Discord and let us know. This is where we will be organising trailer events.

Thank you all for playing, see you in game!
- Verc and Rocket


Full Changelog


Fixes


- Fixed a client-side freeze during animation calculation
- Fixed an issue with respawning with certain loadouts
- Fortifying + Attacking + Defending points now work properly in Capture the Flag
- Fixed a network issue with Disruptors
- Fixed players showing as 'Selecting Loadout' on the scoreboard when already in-game
- Potential fix and extra logging for players that get stuck reconnecting to the server between matches
- Peacekeeper and Polling Rate settings are now properly set on respawn
- Fixed disruptor rendering
- Fixed network issues with loadouts/respawn/tool swapping
- Fixed issues with collision on the edge of the map
- Fixed snow colour when in-game brightness is > 100%
- Fixed issues with saving match statistics when a server restarts at the end of the round
- Fixed networking issues with placing disruptors and changing weapons
- Fixed issues with respawning in some regions of the map
- Fixed issues with out-of-bounds regions in Breakthrough
- Fixed CTF/ESC flag/bomb icons rendering before the flag has respawned after being captured
- CTF/ESC top-center match UI colour now matches custom team colours
- Fixed issues with the flag/bomb getting stuck inside team spawns with complex shapes (e.g. Soltrium Temple)
- Fixed issues with LMG and Minigun overheat
- Fixed issues with the flag falling below the map
- Fixed Control Shift team spawns on Laboratory
- Fixed issues with picking up and using C4 in Spire
- Fixed respawn issues at the start of Arena matches
- Fixed gun and ammo sync when advancing to the next gun in Gun Game
- Fixed eternal loading between matches
- Fixed scope render regions for the Rail Gun
- Fixed rendering and texture issues when customising weapon skins in-game
- The flag/bomb is now returned to its spawn when its carrier dies out of bounds, or drops it out of - bounds
- Smarter out-of-bounds regions in Control Shift
- Fixed issues with throwing a C4/Disruptor right after unholstering
- Fixed issues with canisters spawning at the bottom of the map
- Fixed map brightness issues with Dynamic Rendering Settings
- Fixed issues with structure placement
- Fixed an audio glitch with automatic weapon fire rate
- Fixed infinite loading between matches
- Other players now hold the right weapon when joining a match mid-round
- Fixed an audio glitch with automatic weapon fire rate
- Fixed flickering whenever a new player joins
- Fixed mixup between Bomb Attack and Bomb Defend points
- The Transaction Log now loads more reliably
- Fixed issues with customising weapon sights

Changes


- Switch tool input is delayed until throwing a grenade/C4/disruptor is finished
- Switch tool input is delayed until detonating C4 is finished
- Improved player position+rotation networking quality
- Left clicking when you have no C4 left will no longer detonate the C4
- Custom lobbies will no longer expire if they have spectators in them

Additions


- New in-game points UI. All point types are accumulated together and points are split into primary and secondary categories
- WIP - add a strings.json file in the same folder as sectorsedge.exe to test localisation with files from https://github.com/vercidium/set
- Press Alt+L to toggle localisation on and off while testing

Optimisations


- Revamped networking engine with faster input event processing, smaller packet sizes and more efficient memory management

Build v1.3.7a - Networking Update

Hey all, v1.3.7 had some networking issues so I decided to rewrite the entire network layer. It's much more efficient now and handles a lot of strange edge cases with shooting/swapping weapons/reloads.

Full Changelog


Fixes


- Fixed disruptor rendering
- Fixed network issues with loadouts/respawn/tool swapping
- Fixed issues with collision on the edge of the map
- Fixed snow colour when in-game brightness is > 100%
- Fixed issues with saving match statistics when a server restarts at the end of the round
- Fixed networking issues with placing disruptors and changing weapons
- Fixed issues with respawning in some regions of the map
- Fixed issues with out-of-bounds regions in Breakthrough
- Fixed CTF/ESC flag/bomb icons rendering before the flag has respawned after being captured
- CTF/ESC top-center match UI colour now matches custom team colours
- Fixed issues with the flag/bomb getting stuck inside team spawns with complex shapes (e.g. Soltrium Temple)
- Fixed issues with LMG and Minigun overheat
- Fixed issues with the flag falling below the map
- Fixed Control Shift team spawns on Laboratory
- Fixed issues with picking up and using C4 in Spire
- Fixed respawn issues at the start of Arena matches
- Fixed gun and ammo sync when advancing to the next gun in Gun Game
- Fixed eternal loading between matches
- Fixed scope render regions for the Rail Gun
- Fixed rendering and texture issues when customising weapon skins in-game
- The flag/bomb is now returned to its spawn when its carrier dies out of bounds, or drops it out of bounds
- Smarter out-of-bounds regions in Control Shift
- Fixed issues with throwing a C4/Disruptor right after unholstering
- Fixed issues with canisters spawning at the bottom of the map
- Fixed map brightness issues with Dynamic Rendering Settings

Changes


- Switch tool input is delayed until throwing a grenade/C4/disruptor is finished
- Switch tool input is delayed until detonating C4 is finished
- Improved player position+rotation networking quality
- Left clicking when you have no C4 left will no longer detonate the C4
- Custom lobbies will no longer expire if they have spectators in them

Optimisations


- Revamped networking engine with faster input event processing, smaller packet sizes and more efficient memory management