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Steam News23 June 20266d ago

Update 11: 0.9.5D — Massive Unit Performance Optimization

# Update 11: 0.9.5D — Massive Unit Performance Optimization & Battlefield Behavior Rework Update Scale: Minor | Small | ==Medium== | Large | Major This update is a comprehensive optimization in preparation for the offic

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What changed

1 fix1 addition20 changes2 removals
  • Performance
  • Gameplay
  • Fixes
  • Balance
  • Server
  • UI and audio
changedUpdate Scale: Minor | Small | ==Medium== | Large | MajorThis update is a comprehensive optimization in preparation for the official release. The majority of changes are performance improvements, laying a solid foundation for the full version!
changedUpdate Scale: Minor | Small | ==Medium== | Large | MajorCore systems including targeting, combat, and unit spawning have been completely reworked!
changedUpdate Scale: Minor | Small | ==Medium== | Large | MajorUnder a 700-unit scenario, version 0.9.4D ran at 9~15 FPS, while 0.9.5D runs at 40~60 FPS. Tested on CPU: i7-12700K.
changedUpdate Scale: Minor | Small | ==Medium== | Large | MajorPerformance is now **4x** that of the previous version!
changedUpdate Scale: Minor | Small | ==Medium== | Large | Major## ⚡ Performance Optimization
changedUpdate Scale: Minor | Small | ==Medium== | Large | Major### Spawning System Fully Reworked

# Update 11: 0.9.5D — Massive Unit Performance Optimization & Battlefield Behavior Rework

Update Scale: Minor | Small | ==Medium== | Large | Major

This update is a comprehensive optimization in preparation for the official release. The majority of changes are performance improvements, laying a solid foundation for the full version!

Core systems including targeting, combat, and unit spawning have been completely reworked!

Under a 700-unit scenario, version 0.9.4D ran at 9~15 FPS, while 0.9.5D runs at 40~60 FPS. Tested on CPU: i7-12700K.

Performance is now **4x** that of the previous version!

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## ⚡ Performance Optimization

### Spawning System Fully Reworked

  • **Unified Spawn Management**: Player spawns, scripted spawns, and enemy spawns are all managed by a single system, eliminating the previous fragmented approach.

  • **Smart Quota Allocation**: Friendly and enemy units are spawned in parallel batches. When one side finishes, its quota is automatically transferred to the other side, making spawning faster and smoother.

  • **No More Wave Start Stutter**: During large wave starts, units now appear in smooth batches instead of causing a sudden freeze.

### Targeting System Major Optimization

  • **Smart Search Pacing**After losing a target, units no longer all search simultaneously. Instead, each unit waits a brief random moment before searching for a new target, preventing hundreds of units from searching at once and causing frame drops.
  • **Post-Kill Pause**: After killing a target, units now pause in place for about 1 second before moving again, instead of immediately rushing forward. The front line is now much more stable.

  • **Target Loss Detection Fix**Fixed an issue where units would fail to pause correctly after a target disappeared, causing them to advance instead of holding position.

### Area Damage Significant Speedup

  • **Tower Death Chain Strikes**: Optimized the damage calculation method, greatly reducing the computational cost of each strike.

  • **Precision Strike Protocol**: Synchronized optimization for smoother deployment.

  • **Unified Optimization**: All area damage (splash, protocols, tower death effects, etc.) now uses a more efficient detection method.

### Resource Loading & Caching

  • **Tower Death Effect Preloading**: Visual effects and scripts for tower destruction are now preloaded, eliminating stutter at the moment of death.

  • **Missile Texture Preloading**: All missile textures are preloaded, making protocol deployment smoother.

  • **Explosion Effect Info Caching**: Frame counts and sizes for explosion effects are calculated once and cached, eliminating repeated scanning.

  • **Shield Effect Caching**: Shield flash circular textures are cached by size, no longer regenerated on every hit.

### Audio System

  • **Smart Audio Throttling**: During large-scale battles, identical sound effects automatically control their playback frequency, preventing stutter and audio clutter caused by sound stacking.

### Code Cleanup

  • **Dead Code Removal**Removed deprecated spatial partitioning code, reducing engine overhead.

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## 🎮 Battlefield Behavior Improvements

### Pre-Attack Stop Delay

  • Units entering attack range will now continue moving a short random distance before stopping to attack, staggering the stopping positions of same-range units and reducing complete overlap.

### Post-Target-Loss Pause

  • After killing a target or when a target disappears, units will pause in place instead of immediately rushing to the next target or advancing forward, giving the battlefield a more rhythmic feel.

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Source

Steam News / 23 June 2026

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