Delayed connections - two native clients and four AI completed a full match with 1,032 accepted human shots and matching final scores.
Multiplayer checks - verified shield shattering, knockdown recovery, disconnect/rejoin, late joining after time-up and restarting rounds with a delayed connection.
Multiplayer messages - fixed delayed shot and effect messages touching game objects or playing sounds outside the engine main thread.
Leaving or restarting - added checks to discard queued messages whose player or scene has been destroyed.
Beta testing - six-human Internet sessions and long-session performance still need wider testing.
Hosting - the lobby ends when its host leaves.
Error statistics - historical reports from older builds remain visible after an update.