by IceDreamer » 28 Jan 2015, 06:52
Contrary to what Xinnony believes, we do hours and hours of testing. A lot of the trouble recently has been that a lot of the stuff being changed was only test-able once we were able to connect in multiplayer mode on the devserver, so while everything was working nicely locally, the testing on devserver was less thorough (Though still thorough!). If you check the Github issue history, you'll see that before the patch, every couple of days a whole bunch of issues would be spammed up, that's the results of a day's testing.
Another problem we've had is the sheer amount of code being changed in the lobby under the hood to make it a bit easier for developers to keep on top going forwards. It was always going to get worse before it got better, though we had hoped not this much. One unforeseen circumstance was lobby mods people use hooking into code that was made defunct, which caused some issues. Another thing noticed is that, given the increased scrutiny from the community post-patch, a lot of bugs in the lobby are being reported as though they are new, when in fact it turns out they are not, and were there previously.
Everyone's been hard at work fixing all the regressions, improving the code, and improving the visuals behind the lobby, as well as the server backend, over the past few weeks so that the next patch (Which is coming soon-ish!) will be focused on getting the lobby and server working really, really smoothly, as well as a handful of fixes to the actual game (For example, Cybran engineer build graphics adjustments which were suggested, reclaim per second being shown in the panel, etc).
As far as the hard crashes people are reporting... I don't know enough about it personally, but Sheeo's trying to figure out the cause. It's a tricky one imo, because though I've looked at the game logs, nothing really gets logged when the sim outright crashes, which makes tracking down the cause really hard.