Remnant Afterglow Demo · published
🛡️ Systems & Mechanics
Combat & Damage
Improved indirect fire weapon attack logic
Fixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage)
Fixed ground units in active attack mode walking through walls
Fixed units passing through walls
Fixed Impact Drill only attacking a building once
Building & Grid
Refined building and grid weight logic
Fixed building collision area persisting after destruction and during reconstruction
Unit Behavior
Optimized active attack mode performance: added 0–0.5 second detection delay
Fixed weapon system freezing unit movement
Fixed units standing idle after losing target
SyncSystem.SyncCollision: non-logic entity col.IsCollide now derived from baseData.IsCollide, resolving units being removed from ECS spatial grid and turrets failing to query targets during state transitions
WeaponSystem.FirInterval: IntervalTimer now decreases regardless of target validity, preventing weapon from getting stuck in FirInterval state and keeping IsAttacking true, which blocked unit movement
🎮 Gameplay & Content
Unit & Building Adjustments
Modified Mortar Turret damage
Refined Photon Turret cost, attack stats, textures, and effects
Adjusted Mortar Turret rebuild cooldown
Increased Gun Turret range and ammo capacity: Lv1 320→350 / 30→40; Lv2 360→400 / 60→65; Lv3 400→450
Increased Wall HP, armor, and added auto-repair: Wall Lv1: 1000 HP / 7 armor / 10/sec repair; Lv2: 2000 HP / 15 armor / 25/sec; Lv3: 4000 HP / 30 armor / 50/sec
New Unit
Added new unit: Armored Frame
Missions & Tutorials
Increased mission 1-1 preparation time and added upgrade tutorial
Adjusted tutorial pacing to avoid overwhelming players
Updated mission 1-2 spawn configuration with Armored Frame for testing
🎨 UI & Visuals
Interface
Sidebar now displays explosion damage and radius
Fixed semi-transparent function sidebar issue
Adjusted depleted resource text length
Animation & Effects
Added wreck salvage effect: wrecks now appear to be gradually reclaimed
Adjusted wreck height
Fixed unit chassis frame animation not playing
Fixed shadow layer issues
Reduced brightness of all friendly lasers
Fixes
Fixed a building being upgradable again while already upgrading
🔧 Fixes & Optimizations
Core Fixes
Fixed turret unable to lock onto enemy units
Fixed unit wall-passing, collision remnants, Impact Drill attack count, weapon system movement freeze, etc.
Performance Optimizations
Optimized active attack mode performance (detection delay)
Conducted performance profiling and optimizations