Combat
- The grenade gains a shove wider than its blast, tuned to peak outside the kill radius where things are still alive to be moved. COUNT fans the throw.
- NOVA reworked: cooldown 4 -> 6s, radius 22 -> 44, force 600 -> 300 with a full-strength plateau out to 36.
- Lancer is 250 hull / 150 shield, so the sniper survives a burst.
Co-op
- Revive beacon holds stack: 8s alone, 6s with two, 4s with three.
Look
- A directional sun with its own color, plus sky twinkle.
- BOWL V5 lighting pass: the flora pools actually read, the fill is a counter-key rather than sitting under the ambient floor, the key reaches the far side, and rock and stone albedo are raised.
- Comet-traced hull schematics flank the main menu.
- The paint booth gains outline authoring and frames the boss off its real size.
HUD
- The grenade arc is depth-tested world geometry fanned under COUNT, heading taken raw off the live aim.
- The impact ring conforms to the bowl. Markers ghost through grass.
- The aim ghost is occluded by everything except grass.
Camera
- The camera collides with the world.
Performance
- Per-tick full-scene walks removed, the UI stops rebuilding tooltips, grids and rosters every frame, and the net hot paths lose per-packet locks and per-tick allocations.
Fixes
- REPLACE? mod could never be achieved.
- Six correctness bugs and a per-frame shadow reallocation.
- The hang watchdog keeps a station armed across teardown.
Dev
- Daytime mockups of BOWL V5 and HIPPODROME