Full notes
Full MK-ULTRA Psychic Defense update
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What changed
- UI and audio
- Performance
- Gameplay
- Maps
- Fixes
# Minor Update v0.091 — Pyramid Tower VFX & Audio Overhaul
Agents, we have just pushed a minor update focusing on a complete visual and auditory overhaul of the **Pyramid Tower**, along with new designer options, animation tweaks, and billboard rendering fixes.
### What's New in v0.091:
**Psychic Bolt Visual Overhaul:** The Pyramid's main projectile has been redesigned into a striking, gold-outlined purple crystal core utilizing a custom 3-stage color gradient shader and dynamic spawn flash.
**Full Trail & Glow System:** Added a gorgeous billboarded glow aura (halo) and soft trail wisps that follow the psychic bolt's path, complete with velocity-based stretching.
**Dynamic Hit Spark VFX:** Landing a Psychic Bolt now triggers an expanding gold diamond-cross impact flash at the enemy's location.
**Synthesized Fire SFX:** Replaced the default firing noise with a custom programmatically synthesized 5-layer laser fire sound effect.
**Improved Capstone Animations:** The capstone now behaves intelligently—settling down near the top of the pyramid while rotating upright during idle states, and floating upwards to actively track and aim at targets during combat.
**Shader & Designer Controls:** Added Inspector export parameters for brick height aspect ratio, seam thickness (horizontal and vertical), idle/target capstone height, rotation speeds, projectile size, and hit spark scaling.
**Fixes & Optimizations:**
Fixed the projectile's barrel roll spin axis to prevent it from flipping and facing away from the enemy.
Fixed billboard rendering logic (for impact sparks and psychic bolt aura) to correctly face the camera in all viewing angles (particularly top-down).
Configured impact sparks to use `depth_draw_never` render mode to prevent sorting and clipping artifacts.
Thank you for your continued support and feedback down the rabbit hole!
Source
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