TOEs are, and have been since January, in our beta builds. They haven’t, as yet, been enabled for players to test because I’m still having trouble stabilizing them or finding an actual cause of the instability. Plus time I spend building test boxes with updated compilers or runtime environments is not-coding time.
The Friday announcement makes the point that we’re starting to plan to enter Open Beta without TOEs. We have to release a patch soon to keep the couldn’t-give-a-crap-about-TOEs customers playing and we had already planned and scheduled for an Open Beta. You might want to take a good long think about this paragraph.
My post went a little further and explained that we are contingency planning for a possible 1.26 Open Beta, and maybe even release, not including TOEs because I’ve had infinitely more pressing “keep the game running” operational work bogging me down (1.26 ate my january), as well as an inordinate time-bleed off trying to find a workaround to the stability issues.
However – my post also explained that the intent is still for 1.26+TOEs.
Incidentally, this vauge reference to “operational work” is a whole bunch of stuff that has come to a head because I’ve been locked in get-er-done coding mode with TOEs since pre-Xmas and virtually none of the usual time for monitoring and maintain the operation-critical segments of our product/service. In the end I’ve managed to off-load some of this to Killer, but inevitably anything that fell thru the cracks in-transit broke. Daylight savings?
And what happened to fix stuff thats broken before you add new stuff? ;) (yes, yes, yes, I know, I was just getting a little worked up)
Right now, I can’t put my hand on my heart and say “TOEs will be in that Open Beta”. I’m working on it, but I also have to keep the game operating.
You’ll note that there have generally been less posts here lately and more specifically, less of my usual “chilling, having fun” posts. Because I’m doing what I can to try and get TOEs into that Open Beta.