Multiplayer Version 1.1.2 Patch Notes And A Note From The Developers
Author: indiefoldcreator
Date:
Mon, 29 May 2023
Hello everyone,
As you may know, we have been busy working on bug fixes and various technical improvements to Sir, You Are Being Hunted: Classic Edition, in anticipation of our new product, Sir You Are Being Hunted: Reinvented Edition. There has been some confusion about this, and I wanted to address this and explain the differing development goals of the various products.
The studio currently working on the Sir IP is Den of Thieves Games: we are a different company from Big Robot, the studio that made the original game in 2012 and 2013. We founded our company in 2020, and are a completely separate team from the team that made the original. We have been working on the Sir codebase since April of this year and we’re the people behind the 1.5 and 1.5.1 patches for the Single Player and the 1.1.1 patch and relaunch of the multiplayer.
As a personal aside, I love this game and a big draw to working on the IP, for me, was fixing some of the most long-standing issues that this game has. I believe that this game deserves better than it got back in the day, and we made these patches to give back to a community that clearly believes the same thing.
Reinvented Edition, which is our new product that we will be launching in February, is a remaster, but it will also feature many significant overhauls in terms of balancing and gameplay- for that reason it is important to me that we continue to offer the original in playable form: we want Classic Edition to be a up-to-date, bugfree and improved version of the 2013 original but we don’t want to change the gameplay and balancing, which made the original exactly as unique as it is. Since Reinvented Edition is based on the original source code, making these patches has been doable because much of these bug fixes will carry over into the new version. It is my hope that with these patches we’ve gained some trust in the community, and proven that we are not a fly-by company that will release just another shitty remaster and console port.
However, the same is not true for the multiplayer: because the codebase uses the old multiplayer framework, we are stuck using old versions of Unity (unlike the single player, which has been ported to run on modern versions of the engine). The multiplayer has always been a separate codebase, and if we had to upgrade it we would probably be better off remaking it from the ground up. That’s not something we can afford to do!
However, we can meet the community halfway: if we can’t modernize it, then we can at least make it playable; that’s exactly what our goal was with the version 1.1.1 relaunch. The multiplayer as it was, back in 2014 has turned out to be a lot more glitchy than the way people remember it (it really always was this glitchy): a lot of players found it unacceptable and frankly, I agree. This is why we went back and fixed the biggest, most game-breaking issues that were left in the last patch from 2014.
Because the multiplayer technology is this old (so old, in fact, that it’s replacement system, UNET, has also been removed from Unity) it has been a hard two weeks at the studio doing a lot of in-depth analysis without our usual many modern tools. Most of our development manpower these past two weeks was spent on fixing the multiplayer: as a closer, I’d like to share some snippets of code that might give you a glimpse at the sort of issues we had to deal with.
Stay Frosty,
Anne “Yuang” Wijning
Den of Thieves Games, Lead Developer
Sir, You Are Being Hunted: Classic Edition Multiplayer 1.1.2 Patch Notes
Fixes:
As you may know, we have been busy working on bug fixes and various technical improvements to Sir, You Are Being Hunted: Classic Edition, in anticipation of our new product, Sir You Are Being Hunted: Reinvented Edition. There has been some confusion about this, and I wanted to address this and explain the differing development goals of the various products.
The studio currently working on the Sir IP is Den of Thieves Games: we are a different company from Big Robot, the studio that made the original game in 2012 and 2013. We founded our company in 2020, and are a completely separate team from the team that made the original. We have been working on the Sir codebase since April of this year and we’re the people behind the 1.5 and 1.5.1 patches for the Single Player and the 1.1.1 patch and relaunch of the multiplayer.
As a personal aside, I love this game and a big draw to working on the IP, for me, was fixing some of the most long-standing issues that this game has. I believe that this game deserves better than it got back in the day, and we made these patches to give back to a community that clearly believes the same thing.
Reinvented Edition, which is our new product that we will be launching in February, is a remaster, but it will also feature many significant overhauls in terms of balancing and gameplay- for that reason it is important to me that we continue to offer the original in playable form: we want Classic Edition to be a up-to-date, bugfree and improved version of the 2013 original but we don’t want to change the gameplay and balancing, which made the original exactly as unique as it is. Since Reinvented Edition is based on the original source code, making these patches has been doable because much of these bug fixes will carry over into the new version. It is my hope that with these patches we’ve gained some trust in the community, and proven that we are not a fly-by company that will release just another shitty remaster and console port.
However, the same is not true for the multiplayer: because the codebase uses the old multiplayer framework, we are stuck using old versions of Unity (unlike the single player, which has been ported to run on modern versions of the engine). The multiplayer has always been a separate codebase, and if we had to upgrade it we would probably be better off remaking it from the ground up. That’s not something we can afford to do!
However, we can meet the community halfway: if we can’t modernize it, then we can at least make it playable; that’s exactly what our goal was with the version 1.1.1 relaunch. The multiplayer as it was, back in 2014 has turned out to be a lot more glitchy than the way people remember it (it really always was this glitchy): a lot of players found it unacceptable and frankly, I agree. This is why we went back and fixed the biggest, most game-breaking issues that were left in the last patch from 2014.
Because the multiplayer technology is this old (so old, in fact, that it’s replacement system, UNET, has also been removed from Unity) it has been a hard two weeks at the studio doing a lot of in-depth analysis without our usual many modern tools. Most of our development manpower these past two weeks was spent on fixing the multiplayer: as a closer, I’d like to share some snippets of code that might give you a glimpse at the sort of issues we had to deal with.
Stay Frosty,
Anne “Yuang” Wijning
Den of Thieves Games, Lead Developer
Sir, You Are Being Hunted: Classic Edition Multiplayer 1.1.2 Patch Notes
Fixes:
- Fixed many internal server errors, improving overall stability.
- Fixed a bug where players would fall through the map on servers that have been running for a few hours or longer.
- Fixed a bug where Riders would not attack players and instead just follow them around.
- Fixed a bug where the Axe wouldn't do any damage.
- Fixed a bug where enemies would not ragdoll when killed, and instead stand still in idle pose.
- Fixed a bug where the off/on schedule of the standing stones would sometimes not be cleaned up correctly between games (leading to situations where, for instance, the standing stones would activate, and then activate again 20 seconds later).
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