In this update6
Full notes
Full 旧日余晖Remnant Afterglow update
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What changed
- Maps
- Gameplay
- Balance
- Fixes
- Performance
- UI and audio
旧日余晖Remnant Afterglow changes
🛡️ Systems & Mechanics
Fog of War System
Added purple particles and electronic distortion visual effects (Voronoi grid, noise-driven drift, scanlines, RGB channel splitting, etc.)
Fixed fog not shrinking after demolishing buildings (added [c]UnregisterVisionSource[/c] in demolish path)
Fixed vision shrink animation not playing ([c]targetChanged[/c] check now only on first frame of animation)
Changed vision expand/shrink animation to a single-stage 1-second linear interpolation
Optimized purple particle parameters (drift speed ×20, radius 80px, density 5%)
Finite Resource Mechanic
Implemented per-cell resource reserves (Gears 1500, Scrap 3500, Crystals 500, Dimensional Solvent infinite)
Adjacent cell bonus formula for reserves; when depleted, cycle extended 4× and efficiency reduced to 25%
Added [c]cfg_MapPassType.ResourceTotal[/c] field and global config parameters
Infinite resource output when the finite resource switch is turned off
Buff System
Configured new effect buff system; fixed icon positioning, bullet stack count, slow/damage modifier anomalies
Entity ECS Transition
Resolved ECS-related issues: unit shadows not following, attack flash not resetting on rebuild, frame animation not playing, movement locked during reload/charge, unit overlapping, shadow orientation
Added entity message list
Flow Field & Pathfinding
Fixed flow field pathfinding anomalies and units turning around to attack targets behind them
Fixed flow field not refreshing correctly when paths are blocked
Changed building footprint logic in flow field to increased traversal cost
Removed separate flow field logic for siege units
Combat & Damage
Walls block line of fire; only ballistic/arc attacks can pass over walls
Fixed unit range calculation (now accounts for own and target volume)
Fixed explosion damage types (now supports all 4 types); fixed duplicate explosion effects at bullet expiration
Fixed units being launched at extreme speed when pushed into buildings
Improved melee target acquisition logic (range < 200)
Fixed active attack mode not working
Optimized weapon target acquisition performance (no longer checks all targets every frame after acquiring)
Lifespan & Death System
Fixed unit not dying when attack count depleted, progress bar showing when max lifetime is 0, enemy health bar overlapping lifespan bar
🎮 Gameplay & Content
New Buildings
Repair Engineering Tower levels 1/2/3 (with repair functionality, animations, textures)
Shield Generator Tower levels 1/2/3
Gear Replicator levels 1/2/3 (harvesting structure)
Wall levels 2/3 textures and stats; walls of different levels now auto-link textures
New Units
Combat Frame, Impact Drill (redrawn textures, configured stats)
Added siege unit pathfinding type
New Features
Repair function and salvage function fully implemented (laser rendering, effect refreshing, sidebar display)
Barrier calculation logic corrected to shield damage; fixed barrier display not being removed on death
Fixed-direction attack for units (whole unit faces target, turret does not rotate independently)
Flame turret fire effect, Lightning turret slow effect
Item configuration / Tech Tree / Archive buttons with tooltip pop-ups
Missions & Waves
New mission 1-2 “Network Hub”
Wave notification system fully implemented (wave icons, WaveInfoSidebar, performance optimization)
Mission dialog system (character portraits, typing sound effects per faction)
Polished mission 1-1 spawn configuration and resource distribution
Teleport & Upgrades
Teleport spatial distortion shader effect
Removed construction time after teleporting buildings
Upgrade animation; refund resources if building destroyed mid-upgrade
Enhanced upgrade stat display; rebuildable building icons
🎨 UI & Visuals
Animation & VFX
- Procedural animationfixed ping-pong loop type; target position/offset logic changed to function-curve direction; support for playing all animation groups on the same entity
New VFX: dimensional teleport effect, medium unit death explosion, turret firing effect, artillery barrage impact, unit death decal remnants
Charge weapon charge effect display; minimum animation protection time for pulse laser
Fixed weapon not switching to idle animation after losing target, and charge/attack flash conflicts
Glow effect on decorations, entities, and damage sources
Remastered energy barrier destruction visuals
UI Display & Polish
Resource reserve UI (reserve amount, depletion warning, real-time updates, style optimization)
Reserve UI layer adjustment and particle texture separation from UI node
Weapon idle orientation: friendly turrets no longer return to default angle, enemy units still return
Shortcuts for Upgrade/Teleport/Salvage (F/G/X) and blueprint copy (Ctrl+Click)
Shortcut list displayed in settings
Animation progress bar visual polish
Shaders & Materials
Salvage/Repair/Hit flash shaders now edge-only instead of full-body flash
Fixed unit damage texture briefly disappearing on hit
Laser beam meshes changed from flat line to cylinder for rounded ends
🔧 Fixes & Optimizations
Core Fixes
Fixed weapon layer obstructing effects, health bars, and construction preview
Fixed building placement breaking after Alt+Tab (physical mouse state detection for stuck [c]_isMouseLeftDown[/c])
Fixed middle-mouse camera drag after Alt+Tab
Fixed barrier not removed when entity destroyed
Fixed charge weapon triggering hit flash while charging; movement-locked units moving during charge
Fixed explosion damage type, bullets not disappearing on kill, mission not completing
Fixed resource building config error, missing “insufficient resources” tooltip for items/upgrades
Fixed map editor decorations not showing/deletable (InstanceId duplicate detection), region paint data loss
Fixed upgrade progress detection causing frame spikes ([c]IsInstanceValid[/c] guard)
Fixed lingering textures
Performance Optimizations
Optimized weapon target acquisition, first blueprint selection lag, combat opening animation
AttributeComponent – flattened attributes + batch regen
VFX optimization (object pools, try-catch with [c]Time.GetTicksMsec()[/c])
Wave sidebar pooling, Area2D→Node2D, precomputed sine lookup table
Other Fixes
Procedural animation multi-group playback, weapon spread angle, unit turn speed/move speed not applying
Fixed armor value not working; knockback values increased ×10 to match increased enemy mass
Fixed full-health item hiding lifespan bar; shortcut reverting to cancel mode when resources insufficient
Fixed salvage resource rate not tracked, salvage structure not detecting existing wrecks, miner placement detection
🗺️ Map & Editor
Map Editor
Fixed entity category showing only turrets and not buildings; decorations not deletable; region paint data not saving
Added layer visibility checks for paint/erase tools
Maps & Decorations
Replaced mission 1-1 floor texture (darker theme)
New decorations: Crane, Damaged Crane, additional props
Updated factory non-buildable tile texture
Spawn point range indicator now toggled with F3
Mission Scenes
Scene transition animation polish; combat map window open animation
Fixed error when loading the same map multiple times (attempted fix)
📦 Tools & Export
- Export Config Tool UpdateAdded “Export Only” and “Update Only” modes, significantly reducing export time for large projects
Source
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