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Remnant Afterglow Demo›Events›Version 0.08 Update
In-game event

Version 0.08 Update

Remnant Afterglow Demo · published 3 months ago

All eventsPlayers around this dateRead on Steam

🛡️ Systems & Mechanics

  • Fog of War System

    • Added purple particles and electronic distortion visual effects (Voronoi grid, noise-driven drift, scanlines, RGB channel splitting, etc.)

    • Fixed fog not shrinking after demolishing buildings (added UnregisterVisionSource in demolish path)

    • Fixed vision shrink animation not playing (targetChanged check now only on first frame of animation)

    • Changed vision expand/shrink animation to a single-stage 1-second linear interpolation

    • Optimized purple particle parameters (drift speed ×20, radius 80px, density 5%)

  • Finite Resource Mechanic

    • Implemented per-cell resource reserves (Gears 1500, Scrap 3500, Crystals 500, Dimensional Solvent infinite)

    • Adjacent cell bonus formula for reserves; when depleted, cycle extended 4× and efficiency reduced to 25%

    • Added cfg_MapPassType.ResourceTotal field and global config parameters

    • Infinite resource output when the finite resource switch is turned off

  • Buff System

    • Configured new effect buff system; fixed icon positioning, bullet stack count, slow/damage modifier anomalies

  • Entity ECS Transition

    • Resolved ECS-related issues: unit shadows not following, attack flash not resetting on rebuild, frame animation not playing, movement locked during reload/charge, unit overlapping, shadow orientation

    • Added entity message list

  • Flow Field & Pathfinding

    • Fixed flow field pathfinding anomalies and units turning around to attack targets behind them

    • Fixed flow field not refreshing correctly when paths are blocked

    • Changed building footprint logic in flow field to increased traversal cost

    • Removed separate flow field logic for siege units

  • Combat & Damage

    • Walls block line of fire; only ballistic/arc attacks can pass over walls

    • Fixed unit range calculation (now accounts for own and target volume)

    • Fixed explosion damage types (now supports all 4 types); fixed duplicate explosion effects at bullet expiration

    • Fixed units being launched at extreme speed when pushed into buildings

    • Improved melee target acquisition logic (range < 200)

    • Fixed active attack mode not working

    • Optimized weapon target acquisition performance (no longer checks all targets every frame after acquiring)

  • Lifespan & Death System

    • Fixed unit not dying when attack count depleted, progress bar showing when max lifetime is 0, enemy health bar overlapping lifespan bar

🎮 Gameplay & Content

  • New Buildings

    • Repair Engineering Tower levels 1/2/3 (with repair functionality, animations, textures)

    • Shield Generator Tower levels 1/2/3

    • Gear Replicator levels 1/2/3 (harvesting structure)

    • Wall levels 2/3 textures and stats; walls of different levels now auto-link textures

  • New Units

    • Combat Frame, Impact Drill (redrawn textures, configured stats)

    • Added siege unit pathfinding type

  • New Features

    • Repair function and salvage function fully implemented (laser rendering, effect refreshing, sidebar display)

    • Barrier calculation logic corrected to shield damage; fixed barrier display not being removed on death

    • Fixed-direction attack for units (whole unit faces target, turret does not rotate independently)

    • Flame turret fire effect, Lightning turret slow effect

    • Item configuration / Tech Tree / Archive buttons with tooltip pop-ups

  • Missions & Waves

    • New mission 1-2 “Network Hub”

    • Wave notification system fully implemented (wave icons, WaveInfoSidebar, performance optimization)

    • Mission dialog system (character portraits, typing sound effects per faction)

    • Polished mission 1-1 spawn configuration and resource distribution

  • Teleport & Upgrades

    • Teleport spatial distortion shader effect

    • Removed construction time after teleporting buildings

    • Upgrade animation; refund resources if building destroyed mid-upgrade

    • Enhanced upgrade stat display; rebuildable building icons

🎨 UI & Visuals

  • Animation & VFX

    • Procedural animation: fixed ping-pong loop type; target position/offset logic changed to function-curve direction; support for playing all animation groups on the same entity

    • New VFX: dimensional teleport effect, medium unit death explosion, turret firing effect, artillery barrage impact, unit death decal remnants

    • Charge weapon charge effect display; minimum animation protection time for pulse laser

    • Fixed weapon not switching to idle animation after losing target, and charge/attack flash conflicts

    • Glow effect on decorations, entities, and damage sources

    • Remastered energy barrier destruction visuals

  • UI Display & Polish

    • Resource reserve UI (reserve amount, depletion warning, real-time updates, style optimization)

    • Reserve UI layer adjustment and particle texture separation from UI node

    • Weapon idle orientation: friendly turrets no longer return to default angle, enemy units still return

    • Shortcuts for Upgrade/Teleport/Salvage (F/G/X) and blueprint copy (Ctrl+Click)

    • Shortcut list displayed in settings

    • Animation progress bar visual polish

  • Shaders & Materials

    • Salvage/Repair/Hit flash shaders now edge-only instead of full-body flash

    • Fixed unit damage texture briefly disappearing on hit

    • Laser beam meshes changed from flat line to cylinder for rounded ends

🔧 Fixes & Optimizations

  • Core Fixes

    • Fixed weapon layer obstructing effects, health bars, and construction preview

    • Fixed building placement breaking after Alt+Tab (physical mouse state detection for stuck _isMouseLeftDown)

    • Fixed middle-mouse camera drag after Alt+Tab

    • Fixed barrier not removed when entity destroyed

    • Fixed charge weapon triggering hit flash while charging; movement-locked units moving during charge

    • Fixed explosion damage type, bullets not disappearing on kill, mission not completing

    • Fixed resource building config error, missing “insufficient resources” tooltip for items/upgrades

    • Fixed map editor decorations not showing/deletable (InstanceId duplicate detection), region paint data loss

    • Fixed upgrade progress detection causing frame spikes (IsInstanceValid guard)

    • Fixed lingering textures

  • Performance Optimizations

    • Optimized weapon target acquisition, first blueprint selection lag, combat opening animation

    • AttributeComponent – flattened attributes + batch regen

    • VFX optimization (object pools, try-catch with Time.GetTicksMsec())

    • Wave sidebar pooling, Area2D→Node2D, precomputed sine lookup table

  • Other Fixes

    • Procedural animation multi-group playback, weapon spread angle, unit turn speed/move speed not applying

    • Fixed armor value not working; knockback values increased ×10 to match increased enemy mass

    • Fixed full-health item hiding lifespan bar; shortcut reverting to cancel mode when resources insufficient

    • Fixed salvage resource rate not tracked, salvage structure not detecting existing wrecks, miner placement detection

🗺️ Map & Editor

  • Map Editor

    • Fixed entity category showing only turrets and not buildings; decorations not deletable; region paint data not saving

    • Added layer visibility checks for paint/erase tools

  • Maps & Decorations

    • Replaced mission 1-1 floor texture (darker theme)

    • New decorations: Crane, Damaged Crane, additional props

    • Updated factory non-buildable tile texture

    • Spawn point range indicator now toggled with F3

  • Mission Scenes

    • Scene transition animation polish; combat map window open animation

    • Fixed error when loading the same map multiple times (attempted fix)

📦 Tools & Export

  • Export Config Tool Update: Added “Export Only” and “Update Only” modes, significantly reducing export time for large projects

More from Remnant Afterglow Demo

Other announcements

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