Ah yes from the signature there I forgot about that, quite understandable too with so many games now utilizing this service model and you get what you get with the launch version and then a year or more with patches with the first major patch more often than not feeling like it really should have been the minimum of how the game should have shipped to begin with.
The updates are nice but the way they become almost required is not and the store content and DLC well some of it can be good but it's more of a exception especially with front loading a edition that's close to twice the cost of the base game.
Sigh well there's probably other stuff that can be criticized even more about that entire business model but the result is that it's understandable someone wouldn't put other things aside just to focus on all that would be needed to manage constant updates for a year or more for a single game covering patches and testing or re-testing things plus troubleshooting and user reports on compatibility. Takes a bit of time after all.
(Or jujst the download which have also increased in size.)
Economical situation is what it is things get more expensive and all that fun stuff too plus other ongoing situations but it's quite understandable going with Patreon for continuing updates after a certain period of time or like now when there's a whole lot of titles at once and multiple of them follow this game as a service model so there's monthly or even bi-monthly recurring patches over and over for a number of games released around the same time.
For now if there's any good patches I tend to just point them out while going through the existing game backlog depending on the state of these new game releases and if it takes a while to stabilize well that's how it is and if there's a compatible table or trainer or not well just have to deal with it without making too much of a fuss, that never really helps much.
(Plenty of other requests too I'd imagine and other feedback or questions.)
And I might not get all of the information posted I really enjoy the explanations on how it works all the same and the in-depth details.
Not that great at explaining but I think this went pretty well.
EDIT: Fascinating about this stack space as well, teleporting has worked fairly well for how the engine is coping with instant map traversal only real care is just not sticking the marker on a point of interest and ending up de-synchronized for being sent out of bounds from a stuck state but with a bit of care as the map likes to put the marker right on top of nearby icons or such it's really useful.
Free camera teleportation with a bit of finesse also made good work of certain platforming challenges after tiring of the games stopping and auto correcting awkward free-form navigation.
Either or for these two options also works most of the time for the pieces of paper floating around where this stop/align and then move slows the player down.
They are a bit more forgiving at least or most of the time if you follow the intended path, deviating tends to have it despawn almost immediately or maybe just getting too far from the intended path or paper position even if you try to shortcut to the stop location which can also work for those intending on doing this semi-legitimately.
(Once you find where that is and how to get there smoothly without getting stuck in a tree or building.
)