Human players have likely noticed some server hiccups following the version 1.5.1 update, especially during those intense Lunar Oracle events when a swarm of Deviants shows up. The dev team has been tracking these issues closely and is now rolling out a targeted change to keep things running smoother when many players gather in one spot. This update might pause Deviant invasions temporarily if too many players are clustered together, helping reduce sudden server strain that affects other game areas.
Patch Notes: Server Optimizations – Adjustment to Lunar Oracle Rules
Since the Version 1.5.1 update, we have closely monitored server performance issues and implemented multiple optimizations. Our technical analysis has shown that, during certain events in scenarios with the Lunar Oracle tag, high player density and frequent Deviant spawns can cause a sudden spike in server load, impacting the network stability of other scenario servers.
To tackle this, we are making a targeted adjustment to the Deviant invasion events in Lunar Oracle scenarios: During a Deviant invasion event, if there are more than 30 players within a 120-meter radius (not all players may be visible due to performance limitations), the Deviant invasion will be temporarily paused to reduce server load. This adjustment will be implemented in an upcoming update, and we will monitor its impact to make further changes as needed.
At the same time, we will continue optimizing the server architecture to improve stability and your experience. Thank you for your understanding and patience as we make these changes.
If you encounter any issues, please contact us via the Co-Dev Feedback Platform or in-game Customer Support. Your feedback helps us keep Nalcott running smoothly.
You can find their original announcement here on Steam.
This tweak targets those moments when chaotic mobs of players flood one area, a common sight during big Lunar Oracle events. It tries to prevent overload by pausing spawn waves if too many people group up nearby. This approach is interesting because it tries to balance fun crowd moments with technical limits without outright cutting content or drastically changing gameplay.
I’m curious how this will play out live once deployed; managing large gatherings while avoiding crashes is always tricky! What do you think about this? Let us know in the comments below!