Full notes
Full Project Chromata update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Balance
- UI and audio
- Fixes
- Gameplay
- Maps
Hello, Chroma Engineers!
The stabilization effort continues.
Just a small balance and bugfix patch!
Patch Notes - Version 1.9.1
GLOBAL
- ChangedRemoved the remaining hard FPS caps from the main game loop and Creator Override interface. The game no longer forces 30 FPS in Extreme Low mode or 45 FPS in the override tree.
Fixed Bug: Changelog entries and Codex lore text now wrap correctly inside their panels, preventing text from being cut off.
- EnhancedImproved Changelog scrolling.
Enhanced: Scrollbars can now be dragged with the mouse, allowing players without a scroll wheel to scroll through all panels.
NULL / VOID HUNT
- Fixed BugStarting a new Void Hunt run after a previous run could carry over that run's uplink upgrades into the level requirement calculation, giving the wrong base requirement for the first level.
- BalanceReduced Void Hunt Null Essence rewards significantly.
Fixed Bug: The Void Hunt pause menu now wraps its instructions correctly on smaller screens, preventing the Resume / Collect instructions from being cut off.
Fixed Bug: Scrolling in the Void Hunt Upgrades modal no longer zooms the Production view in the background.
Fixed Bug: Void Hunt rewards now respect the expanded Null Essence cap from Stage 9 NE Storage instead of being effectively limited to the base shop storage cap.
Changed: Void Hunt spawning is now time-based, so FPS no longer changes dot spawns or rewards.
Changed: Golden dots now spawn less often, despawn off-screen, and have much tighter reward scaling.
Changed: Chaos exposure now ramps with run level and stacked chaos contact, while recovery is much slower.
Changed: Field Radius now also lowers chaos exposure gain, giving larger traps a defensive tradeoff.
AUTOMATION
- Fixed BugAuto-Converge no longer fires when the manual Converge button is disabled.
PERFORMANCE
- OptimizedMajor Fractured Void performance pass. Reduced per-frame work in the Void interface and hexgrid by caching expensive summaries, culling off-screen overlays, simplifying Extreme Low rendering, and replacing full-grid hover scans with direct hovered-hex targeting.
Enhanced: Extreme Low mode in the Fractured Void now keeps key information visible while aggressively reducing visual overhead when zoomed out.
STAGE 3
Fixed Bug: The Light Collector Array no longer displays NaN% in its description when boosted by a Void Nexus amplified by a Structure Efficiency Node.
Fixed Bug: Monuments in the Fractured Void now remain visible while using Extreme Low visual effects.
Fixed Bug: The one-time Purify Realm option in the Fractured Void now disappears after unlocking the Realms, instead of remaining clickable and reopening the Realms view.
STAGE 4
Fixed Bug: Auto-Forge no longer drives Quintessence into negative values at high Time Warp speeds.
Fixed Bug: Realm Mastery now gives the Active Bonuses list and upgrade cards enough room for wrapped text, preventing bonus text and Current bonus lines from overlapping.
Enhanced: Cleared landmarks now show how many Mastery Shards were collected, or a notice if shards have not yet been collected.
Note: Pristine Infusion does not award Realm Mastery shards, and this is intended behavior.
STAGE 5
Fixed Bug: Scrolling while reading a siege report or choosing a narrative option no longer zooms the Home World map in the background.
STAGE 8
Fixed Bug: The Void Scraper HOLD_TO_SCRAPE button was awarding half the correct number of fragments at all capacity levels.
STAGE 9
Fixed Bug: Zooming in or out during a wave no longer shifts enemy positions on the battlefield.
Changed (Balance): Enemies now spawn further from the battlefield center, giving players more time to build Ring 3 defenses before the first wave arrives.
Fixed Bug: Null-Origin Fields that were under construction when a cascade failure occurred were being lost permanently instead of reverting to an empty slot.
Fixed Bug: Completing Stage 9 no longer halts generators, waves, or construction — all Act 3 systems now continue running.
Thank you for all the feedback, bug reports, and patience while I continue improving Project Chromata.
Join the Discord to share your progress, report issues, and help shape the next updates!
Source
Changelog.gg summarizes and formats this update. How we read updates.
