The perils of patching September 3, 2009 cliffski Patching a game people are playing is a nightmare. On the one hand, you have all these people experiencing problems with the game, and you desperately want to fix their problems. On the other hand, is the fear that changes to the code may actually change something somewhere else and cause problems for people who are currently playing the game fine. Everyone has a different setup, with different hardware, and plays differently, so its’ very hard to have an absolute test case when you know you fixed bug A without introducing bug B. Worse, is the nightmare that without a huge room full of QA experts like the big retail studios, you can either do some basic tests and release a new patch, or wait 3 days while you methodically test the new patch yourself. Neither option is easy, or popular, and whatever you choose you uspet some people. I know some people have performance issues with the new improved 1.03, the one that fixed the sound issues (AFAIK). So today, rather than working on fun gameplay stuff (area of effect damage) and AI orders, I’ll be profiling the sound system code. Balls.