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hoodlumsugary
Posts: 1
Joined: May 5th, 2026, 7:43 am

Hi everyone

Post by hoodlumsugary »

Hi everyone,
I’m encountering a rather odd issue in multiplayer: even though my FPS remains stable and there’s no visible packet loss, turns occasionally feel delayed or slightly out of sync (units respond a fraction late, especially in larger maps).
What makes it tricky is that:
CPU/GPU usage is normal, no spikes
Connection is stable (tested outside Wesnoth)
Happens inconsistently, mostly in long sessions or complex scenarios
So I’m wondering: could this be related to server tick timing, client prediction, or replay buffer handling rather than raw performance or network stability?
Has anyone experienced similar “phantom lag” or desync-like behavior, and are there specific logs or debug flags I should check to isolate whether it’s engine-side or connection-related?
mctom
Posts: 15
Joined: June 7th, 2025, 2:44 pm
Location: Gdańsk, Poland

Re: Hi everyone

Post by mctom »

Hi,
You may be referring to what I think is a feature not a bug: When I used to play cooperative multiplayer games with my ex, I noticed that we only see our moves past the point when they cannot be undone.
Some unit moves can be undo'ed, if they didn't reveal a new part of map or shroud and didn't engage an enemy. In these cases, I saw my co-player moves bundled together, finished by a move that could not be reversed.
Isn't that what you're seeing?

BTW what's the point of measuring FPS in a turn based strategy game?
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