⚙️ Weekly Update: Performance Boosts Before the Break!
This week’s update is all about performance! We discovered that our detailed voxel damage meshes were the main culprit behind slowdowns in large-scale battles. The system has now been streamlined and optimized, resulting in major FPS gains during intense combat.
💻 On our old test laptop, we’re seeing nearly double the framerate in late-game battles! (There are still some slow-downs when a lot is going on—but we’re on it! 😊)
We’re heading out for a short summer break, so the next patch will land in late August. It’ll be a big one—featuring a UI and skill overhaul, plus the long-awaited Selection Wheel for building! 🛠️🎯
⚔️ Combat & Units
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Improved Combat Performance: Reworked damage mesh code for smoother, more efficient battles.
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Platoon Recovery: Destroyed friendly platoons are now properly restored after battle, even if fully wiped out.
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Overcap Platoons Clean-Up: Friendly platoons above the population cap are now correctly removed when Barracks are deleted.
🛠️ Building & Tools
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Hammer Repairs: The Building Hammer now also repairs damaged cubes and prefabs, not just builds.
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Economic Zone Tool Placement Logic: Tools now avoid blocking doorways or entries when placed on economic zones.
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Edge Placement Fix: Fixed some tools that could reach beyond the edges of economic zones.
🧠 Minions & AI
- Multifloor Pathfinding: Fixed a rare Unreal Engine bug causing minions to walk to the wrong floor in multi-level economic zones.
🧱 Prefabs & UI
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Prefab Health Bars: Fixed an issue where health bars stayed hidden even when prefabs were taking damage.
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Street Building Bug: Fixed a display bug where the minion count appeared during street economic zone construction.
💥 Crashes & Stability
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Projectile Prefab Crash: Fixed a **crash caused by projectile-type prefabs **trying to fire during destruction.
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Bestiary Crash: Resolved a crash when opening the Grave Brute entry in the Bestiary.
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