
🛡️ 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
Fixed overclocked resource buildings not updating UI production and missing grid consumption
Removed core overclock; refined overclock display and logic
Building price auto-adapts to tech and plug-in discounts
Plug-in System
Added plug-in icons; same building type across levels shares level-1 bonuses
Fixed affix color mismatch between slots and warehouse
Reset plug-in acquisition algorithm with pity system; mixed affix quality system
Added plug-in category (by building compatibility), sorting, and favorites
Fixed plug-in bonuses affecting other saves, damage display anomalies
Fixed shield/armor damage affix logic; shield restore now works on energy barriers
Bullet range affected by plug-in range; attack affixes affect damage sources and explosions
Combat & Damage
Fixed projectile penetration logic, weapon retargeting ignoring factions
Fixed laser weapon attack speed anomaly, laser detachment during movement, attack animation speed
Implemented projectile penetration decay, entity counterattack mechanism
Adjusted Machine Gun Turret penetration, max fire rate, price, and arc; adjusted Mortar Turret radius and cost
Reduced Photon Turret damage vs shields/armor; adjusted “Fractal” unit (add shield, reduce HP/attack)
Added Brawler skill “Belligerence”; finalized Rage-class Landship config
Fixed armored units doing no damage, collision too small; tuned various unit stats
Units & Collision
Improved collision; fixed buildings blocking during rebuild, units being knocked away
All units' hit radius increased by 1.5×; siege unit HP up, speed down
Fixed sub-unit behavior, chassis animation not playing
Added air units and fixed layer display; refined air AI and flocking
Fixed air crash logic and whitish textures
New units: Dismantler, Medium Drill, Large Drill, Armored Colossus
Performance & Stability
Major performance optimizations; physics step lock to prevent frame rate collapse
Render frame rate doubled relative to physics; smoother visuals
Optimized Buff system, energy shield display, remote view rendering
Removed performance instrumentation and background hints
Tech tree preloading moved to game startup
Pause & Results
Fixed upgrade/salvage not respecting pause; retreat now goes through results screen
Added “Restart Mission” button; fixed progress loss when returning to main menu
Missions & Dialogue
Optimized mission and dialogue systems; objectives auto-check on mission start
Updated dialogue window; new unit notification feature
🌐 Multiplayer & Networking
Architecture
Implemented basic P2P multiplayer, connectivity tested
Full-feature sync: host-authoritative broadcast + client adaptation, covering building, upgrades, items, enemies, resources, win/loss
Systematic review of multiplayer issues with AI-assisted framework
Sync Fixes
Fixed client unable to teleport/salvage/upgrade map buildings, ignoring placement rules
Fixed client score, kills, enemy targeting, wreck drops desync
Fixed client showing incorrect discounted prices, ghost buildings not showing/following platforms
Fixed moving platform desync, client not seeing completion prompts, tech not unlocking
Fixed enemy removal not triggering death effects, salvage animation stuck on client
Fixed host clicking continuous next wave not updating client button frame
Interaction & UI
World map shows teammate mouse with Steam name
Host exit returns client to main menu with notice; client exit notifies host
Removed friend list; exiting world map goes directly to main menu
Client results screen shows host data; critical buttons prompt host click
🎮 Gameplay & Content
New Buildings & Units
Void Tower (1/2/3), Scrap Drill textures, Blockade Wall
Dismantler, Medium Drill, Large Drill, Armored Colossus, Bulldozer (retextured)
Air unit system with AI and crash logic
Balance Adjustments
Layout Node construction speed 50%→100%; Lv2/3 provide 200%/300% upgrade speed
Gun Turret rebuild cooldown 4 cycles, upgrade cost reduced
Shield Tower and Repair Tower price/attribute adjustments; Salvage Station efficiency up
Mortar Turret explosion radius reduced (120/140/160→80/100/120)
Enemy base bullet damage 15→20; wreck drop rate reduced
Unit groups 2 & 3 adjusted; later waves in 1-1 and 1-2 include new units
New Mechanics
Overclock: harvester overclock effect, laser charge ×3, weapon rotation ×2
Auto-start next wave button; skip preparation for 3× solvent
Fast rebuild; copy building configuration
Added Encyclopedia; mission intro improved; two new difficulty modes
Tech unlock adjustments: Machine Gun Turret moved to Dimensional Device mission, Fork in the Road unlocks Scrap Drill and Furnace Platform
Missions & Maps
New mission “Full Awakening”; refined 1-8 Fork in the Road, 1-9, and others
Refined 1-3 and 1-4 spawn configs; adjusted late waves of 1-1, 1-2
Added mission numbering; updated world map tiles; 1-2 gets extra Drill Rig
Added map resource preview; fixed fog outside map being lifted
🎨 UI & Visuals
Interface & Interaction
Results screen UI and tooltips refined, restart button added
In-mission settings redesigned: removed return-to-map, added audio controls, no music pause
Sidebar overhaul: real-time stat updates, enemy sidebar, auto width, level-colored borders (green/yellow/purple)
Click enemy to show info sidebar with live data
Resource number icons with shadow background; grid reserve display only in AIT mode
Fixed particles on infinite reserves; sidebar resource display updates in real time
Building icon grays out when resources insufficient; buttons brighten on hover
Floating tooltip animation and border optimized; world map button tooltip position adjusted
Removed “Default Parameters” tab from settings; letter spacing adjusted
Visual Effects
Fixed global shader offset, broken damage shader; added improved shader
Energy shield display optimized; shield transparency feature removed
Overclock/overload visuals improved; orbital strike weapon effects optimized
Weapon texture layer can be drawn under entities
Single-tile wall texture adjusted; wall shadow fixed
Wreck dissolve and salvage effect improved; added random VFX feature
Enemy red-dot mode fixed: new spawns show only red dot
Fixed phantom flickering and chassis remnants on load/enter view (multiple fixes)
Animation & Camera
Fixed weapon attack animation speed anomaly (physics frame slowdown)
Fixed mouse cursor not resetting after exiting function mode
Combat camera zoom-out increased
Added remote view with shapes per unit type to save performance
New unit notification feature; Encyclopedia display logic improved
🔧 Fixes & Optimizations
Core Fixes
Fixed numerous old errors, improved stability
Fixed turret direction not applying on teleport, teleport of destroyed buildings
Fixed projectile items usable while paused, upgrade/salvage ignoring pause
Fixed red-dot mode, wall teleport missing texture, layout node range during rebuild
Fixed unit flickering (multiple times, total x4)
Fixed double-click enemy causing camera follow lock
Fixed world map sidebar possibly showing simultaneously
Fixed main menu link index, added Bilibili link
Fixed moving platform not requiring layout node, rebuildable building being repaired
Performance & Code
Render frame rate doubled vs physics
Physics step lock prevents severe FPS drops
Tech tree preloading optimized, performance instrumentation removed
Multiple systems optimized (Buff, shield, remote view)
Map Editor
Wave and spawn group editing logic optimized
Added mechanism (moving platform), improved click masks and drag box
Added map resize function; fixed inability to paint tiles on moving platforms
Spawn editor limits raised to 999; wave icon editing added
Improved wave icon display logic based on spawn groups
Added copy building configuration feature
🗺️ Map & Editor
New Map Editor Features
Moving platforms, map resize, wave icon editing
Spawn editor limits extended, click mask and drag box improved
Map & Mission Configs
New mission “Full Awakening” drawn, refined 1-8, 1-9
World map tiles painted, mission numbers added
Fixed fog outside map being lifted abnormally
Refined 1-3, 1-4 spawn configs
Added map resource preview