Full notes
Full 旧日余晖Remnant Afterglow update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Performance
- Fixes
- Maps
- Gameplay
- UI and audio
旧日余晖Remnant Afterglow changes
## Building System
Complete implementation of building reconstruction function: including reconstruction state management, collision body and shadow handling, health bar control
Building reconstruction blocking mechanism (not implemented)
Building reconstruction performance optimization
Building selector optimization: 4 per row, 15-pixel spacing, height adjustable to display 10 rows
Merged building and turret selectors into one panel
Cleaned up redundant unified selector files
Fixed entity deletion function to ensure data synchronization
Fixed selection state switching logic
Fixed lag and anomalies caused by multiple demolitions of the same building
Fixed abnormal resource production initialization issue for buildings placed in map editor in combat map
Implemented resource point placement function
Fixed issue where buildings still occupied flow field path when entering reconstruction state
Added reconstruction state check in weapon and unit pathfinding systems
Added building construction animation playback when reconstruction is complete
Added buffer animation effect for reconstruction progress bar similar to health bar
## Weapon System
Area damage function implemented
Laser weapon function implemented (including pulsed laser scattering range)
Arc attack mode implemented
Missile function implemented (including S-curve logic)
Weapon air-to-ground/ground-to-ground judgment function
Weapon animation state optimization: switch to idle animation after losing target, attack animation synchronized with firing
Weapon idle angle rotation: automatically rotate back to default angle after 2 seconds without attack
Weapon target detection optimization
Added weapon disabled state (WeaponState.Disabled)
Weapon stop attack method (StopAttackAndClearTarget)
Weapon lifecycle modification
Fixed issue where turrets could not fire and attack after being destroyed multiple times
Fixed issue where turret weapons could not automatically find new targets when target was destroyed during rotation
Fixed issue where weapons lost target within minimum attack range
Fixed issue where weapons still targeted air units when set to not anti-air
Fixed arc weapon firing point anomaly
Fixed angle detection issue for laser and arc weapon hit effects
Fixed issue where arc weapons caused chain failure and arc effect disappearance after destroying target
Fixed issue where each arc segment's time cycle was shared with the first arc segment, now each arc segment calculates existence time independently
Updated photon tower attack animation
Added turrets: Pulse Scatter Tower, Arc Tower, Missile Tower, Photon Turret
## Unit System
Enemy pathfinding combat logic updated
Active combat state performance optimization
Unit spacing configuration function (configured via UnitLogic table)
Fixed animation and movement control issues during unit attack/reload
Fixed issue where units could not attack target when shooting distance was less than unit radius for large buildings and units, now can attack as long as weapon attack range covers target edge
Fixed issue where units could not be properly pushed by other units when not moving (e.g., attacking, reloading, reaching destination, etc.)
Optimized unit turning
Unit animation state management: automatically switch to idle animation when stopping movement
- Attack pathfinding system optimizationenemies now automatically find targets better, added disengagement anti-stuck mechanism
Optimized enemy flow field update logic: enemies now update flow field in batches instead of all at once, making unit behavior more reasonable and realistic
Unit performance optimization: supports 400+ units
Turret double-click camera jump
Added lifespan limit and ammo limit function to entities, entity will be destroyed when either is exhausted
Added knockback function
## Map Editor
Map editor optimization
Fixed issue where entities were displayed below tiles in map editor
Modified factory wall textures
Implemented enemy path preview function
Automatic map scene shadow generation
## UI System
Updated health bar background
Fixed issue where settings interface needed to be clicked twice to open after first launching the game
Fixed issue where esc key could not open settings interface
Added wave start animation banner
Architecture improvement: WaveBannerView scenarization
Added combat map opening camera animation
Added video settings, music and audio settings, controllable frame rate, controllable volume and other sliders and button functions
Implemented sound effect playback function
Added sidebar property display function
Fixed settlement interface issues (multiple fixes)
Fixed function floating window display position issue
Fixed function mode cancellation failure issue
Added settings save function
## Effect System
Added entity shadows
Explosion range performance optimization
Bullet optimization
Bullet trail polygon rendering, fade-out system, layer separation function
Item projectile trail fix
Fixed trail color inversion
Fixed issue where trail disappeared with projectile
Updated entity damage effects
Added effect function: random movement speed and random movement angle
Scan wave node placed below map
Added photon turret and arc tower effects
Screen shake function when our buildings are destroyed
## Audio System
Added several AI-made music tracks
Added background music function
Fixed background music not looping issue
Added sound effect music function
Audio function fixed pitch issue
Modified continuous laser sound effect logic
## Performance Optimization
Active combat state performance optimization
Explosion range performance optimization
Bullet optimization
Automatic map scene shadow generation
Unit performance optimization: supports 1000+ units
Optimized building reconstruction performance
Turned off most background test prompts in game, reducing performance consumption
Optimized combat map loading process, reducing loading time
## Item System
Preliminary implementation of item use function
Unfinished building items
Added item - Support Turret
Fixed issue where charge progress bar showed full 100 when item charge count dropped to 0 (exhausted), unable to reflect real charge recovery progress
Added construction ghost function for item construction function, same as construction function's construction ghost
## Camera & Controls
Re-enabled WASD shortcut keys to control screen movement
Restored WASD shortcut key screen movement function, added smooth camera movement
Disabled QWER shortcut keys for building slots
Added map edge restriction function, camera can no longer move excessively outside the map area
Added combat map opening camera animation, zoom in to show core position, then zoom out
Turret double-click camera jump
Added related camera actions when core is destroyed (animation not yet implemented)
## Configuration & Tools
Modified external bullet configuration to editable internal bullet configuration via documents
Export tool configuration optimization
Updated language pack files
Project overall update from Godot 4.4.1 to 4.6.2
Source
Changelog.gg summarizes and formats this update. How we read updates.
