Posted March 13, 2024 by aura-dev
Apparantly the fix we deployed last week to fix the lagg issue was a sidegrade helped in some cases... and in others made the lagg into crashes worse.
I was sick of our efforts of trying to fix the official RPGMaker Plugin behind the issues and created a new implementation for handling the overlapping sprite glitch myself... It's not as flexible the official solution which dynamically creates new layers (which is the reason for constant memory allocation -> lagg/crash) but it doesn't do anything crazy and should therefore not affect performance. The edge cases it doesn't cover currently aren't present in the game and we can just avoid them by not doing them in the map design.
Might sound a bit abstract to most readers :'D but the point is that based on our testing and benchmarking, I'm fairly sure this terribly implemented plugin was the source of the problems and the lagg should be gone now. For real. Ok. Please. Just. Ok.
A minor change that snuck it's way into this hotfix is a partial reversion of the slime nerf from last patch which seems to have gone too far. Well, at least if there is a too far, it means we should be finally close to finding a good balance. :'D