Lol, come on, that's a basic function. After one fails in a mission, he's forced to play the whole mission right from the start. That's demotivating af.
Thanks for the response. I know, if one finishes a mission, the progress will be safed. But what is during a mission? When one of my heroes dies in the last 3 minutes of a game, I have to restart the whole mission from the beginning which can take 30-60 minutes. Again.
Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
my personal observations lead me to guess it was a mixture of unresolved design decisions (save locally, synchronizing, cloud save?) and the amount of changes that still were planned/bound to happen after the Early Access release itself, so the entire backwards compatability topic. i don't think there is an official statement.
Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
my personal observations lead me to guess it was a mixture of unresolved design decisions (save locally, synchronizing, cloud save?) and the amount of changes that still were planned/bound to happen after the Early Access release itself, so the entire backwards compatability topic. i don't think there is an official statement.
You could do that piecewise - just get save to local file working first while initially ignoring the problem of updates breaking saves. Add optional synch / cloud stuff later.
I do wonder whether it's also related to reading and reproducing deterministically precise data from Unreal-engine entities - since they were earlier trying to use Unreal-engine pathing (not surprised at all that it wasn't capable) I guess that means that, at least back then, units were part of the UE state.
For multiplayer, does the game use local deterministic calculations or is it a server/client setup? or something else?
This does not affect which missions you unlocked. If you finished a campaign mission, the next one will be and stays unlocked.
Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
You could do that piecewise - just get save to local file working first while initially ignoring the problem of updates breaking saves. Add optional synch / cloud stuff later.
I do wonder whether it's also related to reading and reproducing deterministically precise data from Unreal-engine entities - since they were earlier trying to use Unreal-engine pathing (not surprised at all that it wasn't capable) I guess that means that, at least back then, units were part of the UE state.
For multiplayer, does the game use local deterministic calculations or is it a server/client setup? or something else?
Had to leave due to a urgent call so lost all progress in the map.