A new version is available! It's available now for standalone and WebGL builds. I'll publish to Android and iOS after a day or two if no major bugs come up. Here's what's changed:
3.23.6 2017-10-15:
- Upgraded to Unity 2017.2.
- Worked on a few things to increase loading speed, particularlly on the WebGL version. The app now starts up about 25% faster.
- Hardened the app to failures that occur during startup, so it'll be more likely to be able to display error messages and give an opportunity to report the failure.
- The "R" key now refreshes the Open Games page. Thanks to TBest for suggesting this.
- Mods on the Create Game page are now sorted: Your personal development mods first, then alphabetically.
- Quickmatch game descriptions ratings now show ratings to two decimal points.
- When eliminated/committed/surrendered/etc, the message in the upper left corner now appears above the button instead of below.
- Added Ctrl+G support for going to a level details page. Thanks to Muli for suggesting this.
- Increased the map layering distance slightly so that the Ryloth map appears correctly. Thanks to Muli for reporting this.
- Fixed a bug with single-player levels that give initial cards that made history show them incorrectly. Thanks to Muli for reporting this.
- Fixed a bug that made NLC auto-dist games get no thumbnail on the My Games page on the first turn. Thanks to Muli for reporting this.
- Fixed a typo in the end game window. Thanks to Derfellios for reporting this.
- Fixed minor bugs in the settings preview dialog.
- Fixed a bug on the quickmatch page that made it not save when pressing the back button hotkey.
- Fixed a bug that made the graph points in the luck graphs sometimes go outside the chart. Thanks to Min34 for reporting this.
- Fixed a bug that could cause an error in rare cases when using the "Y" hotkey to open statistics. Thanks to Muli for reporting this.
- Fixed the color of the wiki button on the settings page. Thanks to Derfellios for reporting this.
- Mods: Fixed a bug that caused GameOrderCustom orders with a cost to not have the cost reflected properly in some cases in multi-player games. Thanks to dabo1 for reporting this.
- Android: Fixed a bug that could cause the app to freeze. Thanks to Rufus for reporting this.
- Windows: Fixed a bug that sometimes caused virus scanners to interfere with the game. Thanks to King for reporting this.
- WebGL: Added an experimental WebAssembly target to the Unity page.
- WebGL: The socket connected status is now shown under the account drop-down.
- WebGL: If the app runs out of memory, it now pops up a nicer message with a convenient button to increase the memory limit.
- WebGL: Fixed a bug that made the flag images not show up next to people's names in the player popup. Thanks to TBest for reporting this.
We now have an experimental WebAssembly (wasm) version of the WebGL app available! The goal of the wasm build is to start up faster.
You can try it out by going to
https://www.warlight.net/ChangeUnityWebGL and selecting the WebAssembly option from the drop-down, or by providing a querystring parameter (see below).
Note that when using wasm, it will always allocate 1024mb of memory, since the memory allocation in wasm is determined when it's built and isn't changeable at runtime. So this one is built for 1024.
Here are my recommendations:
If you're using the WebGL app in Chrome, I recommend using the WebAssembly version since it loads faster.
If you're using the WebGL app in the officially released version of Firefox (56), I recommend staying with the non-wasm version, since this version of Firefox seems to actually load slower.
For the best load times, I recommend upgrading to Firefox 58 by going to
https://www.mozilla.org/en-US/firefox/channel/desktop/ and selecting the Nightly option. Then go to WarLight and enable the WebAssembly option. Firefox 58 is blazing fast, not just with Unity but in general web browsing too. It's faster than Chrome now in my experience.
To officially compare load speeds of the WebGL version of the game, you can use these links:
Wasm:
https://www.warlight.net/MultiPlayer?Unity=1&UnityFilename=UnityWasm1024&UnityStats=1Normal:
https://www.warlight.net/MultiPlayer?Unity=1&UnityMemory=1024&UnityStats=1When using UnityStats=1 as these links do, it will print the load speed in the upper right corner once loaded. The key number to look at is the last one, where it says Loading=. Numbers are in milliseconds.
Here are the stats I see for different browsers on my PC:
Firefox 56.0 (64-bit):
- Normal: DL+Inst=6715ms EngineInit=2572ms Loading=9287ms
- Wasm: DL+Inst=17597ms EngineInit=3366ms Loading=20963ms
Firefox 58.0a1 (2017-10-11) (64-bit)
- Normal: DL+Inst=3068ms EngineInit=2703ms Loading=5771ms
- Wasm: DL+Inst=1622ms EngineInit=3198ms Loading=4820ms
Chrome Version 61.0.3163.100 (Official Build) (64-bit)
- Normal: DL+Inst=11875ms EngineInit=4083ms Loading=15958ms
- Wasm: DL+Inst=9071ms EngineInit=1512ms Loading=10583ms
Chrome Version 63.0.3236.0 (Official Build) canary (64-bit)
- Normal: DL+Inst=10884ms EngineInit=6193ms Loading=17077ms
- Wasm: DL+Inst=10796ms EngineInit=3063ms Loading=13859ms
I've been working with the Unity team on trying to get the loading time down, and they have in turn been working with Mozilla and Google on these numbers. More progress will hopefully be coming!
Edited 10/15/2017 23:51:40