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⚙️ 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

  • Improved Combat Performance: Reworked damage mesh code for smoother, more efficient battles.

  • Platoon Recovery: Destroyed friendly platoons are now properly restored after battle, even if fully wiped out.

  • Overcap Platoons Clean-Up: Friendly platoons above the population cap are now correctly removed when Barracks are deleted.

🛠️ Building & Tools

  • Hammer Repairs: The Building Hammer now also repairs damaged cubes and prefabs, not just builds.

  • Economic Zone Tool Placement Logic: Tools now avoid blocking doorways or entries when placed on economic zones.

  • 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

  • Prefab Health Bars: Fixed an issue where health bars stayed hidden even when prefabs were taking damage.

  • Street Building Bug: Fixed a display bug where the minion count appeared during street economic zone construction.

💥 Crashes & Stability

  • Projectile Prefab Crash: Fixed a **crash caused by projectile-type prefabs **trying to fire during destruction.

  • Bestiary Crash: Resolved a crash when opening the Grave Brute entry in the Bestiary.

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