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Steam News12 June 20262mo ago

"Han Chen" (Version number: v0.8f1) - June 12th

Rebuild the damage determination and character physical collision-related schemes to enhance performance and optimize the loading speed of some scenes.

Full notes

Full 汉尘:腐草为萤 update

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What changed

1 fix9 additions8 changes0 removals
  • Performance
  • Gameplay
  • Maps
  • Balance
  • Store
  • UI and audio
changedRebuild the damage determination and character physical collision-related schemes to enhance performance and optimize the loading speed of some scenes.
addedRebuild the indoor and outdoor presentation schemes, and redo the player houses in Lan Village based on the new schemes, as well as reset the art resources for player houses and cellars.
changedImplement the expansion and upgrade functions for player houses in Lan Village.
changedRebuild the furniture system, change the furniture placement to be grid-based adhesion, modify the art assets of most furniture, solve the problem of furniture placement occlusion, and the underlying code now supports different furniture providing different attribute bonuses for the player's house.
addedAdd a backpack equipment column, the number of player's backpack slots is now affected by the quality and value of the equipment backpack.
addedRebuild the wilderness map, modify the map output, modify the map design, add rabbits and humanoid enemies, modify the AI of wild boars and wolves, experimentally add support for wolves to chase prey, find water to drink, and more movement animations.

汉尘:腐草为萤 changes

changedRebuild the damage determination and character physical collision-related schemes to enhance performance and optimize the loading speed of some scenes.
addedRebuild the indoor and outdoor presentation schemes, and redo the player houses in Lan Village based on the new schemes, as well as reset the art resources for player houses and cellars.
changedImplement the expansion and upgrade functions for player houses in Lan Village.
changedRebuild the furniture system, change the furniture placement to be grid-based adhesion, modify the art assets of most furniture, solve the problem of furniture placement occlusion, and the underlying code now supports different furniture providing different attribute bonuses for the player's house.
addedAdd a backpack equipment column, the number of player's backpack slots is now affected by the quality and value of the equipment backpack.
  1. Rebuild the damage determination and character physical collision-related schemes to enhance performance and optimize the loading speed of some scenes.

  2. Modify the art scheme for character occlusion determination to solve most of the occlusion issues for equidistant materials.

  3. Rebuild the indoor and outdoor presentation schemes, and redo the player houses in Lan Village based on the new schemes, as well as reset the art resources for player houses and cellars.

  4. Implement the expansion and upgrade functions for player houses in Lan Village.

  5. Rebuild the furniture system, change the furniture placement to be grid-based adhesion, modify the art assets of most furniture, solve the problem of furniture placement occlusion, and the underlying code now supports different furniture providing different attribute bonuses for the player's house.

  6. Modify the basic number of warehouse columns, now the number of warehouse columns is affected by the furniture placed in the player's home.

  7. Add a backpack equipment column, the number of player's backpack slots is now affected by the quality and value of the equipment backpack.

  8. Rebuild the quick bar, now the quick bar uses item shortcuts instead of being part of the backpack.

  9. Rebuild the wilderness map, modify the map output, modify the map design, add rabbits and humanoid enemies, modify the AI of wild boars and wolves, experimentally add support for wolves to chase prey, find water to drink, and more movement animations.

  10. Wilderness and other maps support fixed condition configuration to refresh enemies and resources, no longer refreshing based on each entry into the map.

  11. Add archive and retention of drop location and information for dropped items, scene switching retention support, modify the clearing method to be cleared per round.

  12. Modify the combat feel of the player character, the size determination of the damage collision body of the player character and some enemies is more in line with the vision, and the actual damage generation time of the player character's weapon swing follows the vision.

  13. Modify the spine combination skin scheme of the player character, now it supports changing the spine texture of some weapons when changing weapons, and the attack range is in line with the visual range.

  14. Re-classify the protagonist weapon animations, now the weapon animation types are unified as short weapons, long weapons, stick-like, bow, and crossbow.

  15. Add and redo the attack animations of the protagonist's stick-like weapons.

  16. Add Timeline performance scheme, support real characters for use in story performances.

  17. Optimize the early guidance process, modify the opening part of the story to use a real timeline.

  18. Add support for interacting and behaving with non-character objects in the scene based on conditions.

  19. Rebuild the round settlement stage, modify the settlement conditions for the player starving outcome, and add the influence of each round's hunger level on the player's energy recovery value in the next round.

  20. Rebuild the feeding interface, now the food distribution is moved before the round settlement.

  21. Implement the impact of health on diseases, the influence of medication on disease buffs, implement the impact of houses on health, and add support for buff display and prompt of different hunger levels, health levels, diseases, etc. systems.

  22. Re-set some basic values and prices, modify the energy consumption of family dispatch, and increase the survival pressure in the early stage.

  23. Some family members and characters will have more opening lines.

Source

Steam News / 12 June 2026

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