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Remnant Afterglow Demo›Events›Version 0.07 Update
In-game event

Version 0.07 Update

Remnant Afterglow Demo · published 4 months ago

All eventsPlayers around this dateRead on Steam

## Building System

- Complete implementation of building reconstruction function: including reconstruction state management, collision body and shadow handling, health bar control

- Building reconstruction blocking mechanism (not implemented)

- Building reconstruction performance optimization

- Building selector optimization: 4 per row, 15-pixel spacing, height adjustable to display 10 rows

- Merged building and turret selectors into one panel

- Cleaned up redundant unified selector files

- Fixed entity deletion function to ensure data synchronization

- Fixed selection state switching logic

- Fixed lag and anomalies caused by multiple demolitions of the same building

- Fixed abnormal resource production initialization issue for buildings placed in map editor in combat map

- Implemented resource point placement function

- Fixed issue where buildings still occupied flow field path when entering reconstruction state

- Added reconstruction state check in weapon and unit pathfinding systems

- Added building construction animation playback when reconstruction is complete

- Added buffer animation effect for reconstruction progress bar similar to health bar

## Weapon System

- Area damage function implemented

- Laser weapon function implemented (including pulsed laser scattering range)

- Arc attack mode implemented

- Missile function implemented (including S-curve logic)

- Weapon air-to-ground/ground-to-ground judgment function

- Weapon animation state optimization: switch to idle animation after losing target, attack animation synchronized with firing

- Weapon idle angle rotation: automatically rotate back to default angle after 2 seconds without attack

- Weapon target detection optimization

- Added weapon disabled state (WeaponState.Disabled)

- Weapon stop attack method (StopAttackAndClearTarget)

- Weapon lifecycle modification

- Fixed issue where turrets could not fire and attack after being destroyed multiple times

- Fixed issue where turret weapons could not automatically find new targets when target was destroyed during rotation

- Fixed issue where weapons lost target within minimum attack range

- Fixed issue where weapons still targeted air units when set to not anti-air

- Fixed arc weapon firing point anomaly

- Fixed angle detection issue for laser and arc weapon hit effects

- Fixed issue where arc weapons caused chain failure and arc effect disappearance after destroying target

- Fixed issue where each arc segment's time cycle was shared with the first arc segment, now each arc segment calculates existence time independently

- Updated photon tower attack animation

- Added turrets: Pulse Scatter Tower, Arc Tower, Missile Tower, Photon Turret

## Unit System

- Enemy pathfinding combat logic updated

- Active combat state performance optimization

- Unit spacing configuration function (configured via UnitLogic table)

- Fixed animation and movement control issues during unit attack/reload

- Fixed issue where units could not attack target when shooting distance was less than unit radius for large buildings and units, now can attack as long as weapon attack range covers target edge

- Fixed issue where units could not be properly pushed by other units when not moving (e.g., attacking, reloading, reaching destination, etc.)

- Optimized unit turning

- Unit animation state management: automatically switch to idle animation when stopping movement

- Attack pathfinding system optimization: enemies now automatically find targets better, added disengagement anti-stuck mechanism

- Optimized enemy flow field update logic: enemies now update flow field in batches instead of all at once, making unit behavior more reasonable and realistic

- Unit performance optimization: supports 400+ units

- Turret double-click camera jump

- Added lifespan limit and ammo limit function to entities, entity will be destroyed when either is exhausted

- Added knockback function

## Map Editor

- Map editor optimization

- Fixed issue where entities were displayed below tiles in map editor

- Modified factory wall textures

- Implemented enemy path preview function

- Automatic map scene shadow generation

## UI System

- Updated health bar background

- Fixed issue where settings interface needed to be clicked twice to open after first launching the game

- Fixed issue where esc key could not open settings interface

- Added wave start animation banner

- Architecture improvement: WaveBannerView scenarization

- Added combat map opening camera animation

- Added video settings, music and audio settings, controllable frame rate, controllable volume and other sliders and button functions

- Implemented sound effect playback function

- Added sidebar property display function

- Fixed settlement interface issues (multiple fixes)

- Fixed function floating window display position issue

- Fixed function mode cancellation failure issue

- Added settings save function

## Effect System

- Added entity shadows

- Explosion range performance optimization

- Bullet optimization

- Bullet trail polygon rendering, fade-out system, layer separation function

- Item projectile trail fix

- Fixed trail color inversion

- Fixed issue where trail disappeared with projectile

- Updated entity damage effects

- Added effect function: random movement speed and random movement angle

- Scan wave node placed below map

- Added photon turret and arc tower effects

- Screen shake function when our buildings are destroyed

## Audio System

- Added several AI-made music tracks

- Added background music function

- Fixed background music not looping issue

- Added sound effect music function

- Audio function fixed pitch issue

- Modified continuous laser sound effect logic

## Performance Optimization

- Active combat state performance optimization

- Explosion range performance optimization

- Bullet optimization

- Automatic map scene shadow generation

- Unit performance optimization: supports 1000+ units

- Optimized building reconstruction performance

- Turned off most background test prompts in game, reducing performance consumption

- Optimized combat map loading process, reducing loading time

## Item System

- Preliminary implementation of item use function

- Unfinished building items

- Added item - Support Turret

- Fixed issue where charge progress bar showed full 100 when item charge count dropped to 0 (exhausted), unable to reflect real charge recovery progress

- Added construction ghost function for item construction function, same as construction function's construction ghost

## Camera & Controls

- Re-enabled WASD shortcut keys to control screen movement

- Restored WASD shortcut key screen movement function, added smooth camera movement

- Disabled QWER shortcut keys for building slots

- Added map edge restriction function, camera can no longer move excessively outside the map area

- Added combat map opening camera animation, zoom in to show core position, then zoom out

- Turret double-click camera jump

- Added related camera actions when core is destroyed (animation not yet implemented)

## Configuration & Tools

- Modified external bullet configuration to editable internal bullet configuration via documents

- Export tool configuration optimization

- Updated language pack files

- Project overall update from Godot 4.4.1 to 4.6.2

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In-game event24 Aug 2026Version 0.13 Update🛡️ Systems & Mechanics · Tech Tree · Enhanced tech tree with tech point unlock costs; fixed nodes not unlocking, prerequisites display errors · Recursive cancellation of dependent techs with cost refund · Tech tree loading optimized to game startup · Added three tech nodes for Drill Rig construction cost · Overclock & Rebuild · Fast rebuild and overclock features configured with visuals · Fixe…In-game event9 Aug 2026Version 0.12 Update🛡️ Systems & Mechanics · Tech Tree System · Enhanced tech tree with tech point unlock costs · Fixed nodes not unlocking, incorrect display of unlock conditions and prerequisites · Canceling a tech node now recursively cancels all dependent unlocked techs and refunds their costs · Tech tree loading optimized to run at game startup · Added three tech nodes affecting Drill Rig construction costs…In-game event28 Jul 20260.10updateEnglish Version 🛡️ Systems & Mechanics · Unit Behavior & Sub-units · Fixed sub-unit attack speed resetting when switching targets · Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation position · Fixed sub-units ignoring walls and targeting units behind walls · Fixed shadow layering so unit shadows now render…