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Steam News20 June 202614d ago

Version 0.081 Update

🛡️ Systems & Mechanics Combat & Damage Improved indirect fire weapon attack logic Fixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage) Fixed ground units in active attack mode

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

7 fixes3 additions4 changes0 removals
  • Balance
  • Gameplay
  • Performance
  • UI and audio
  • Fixes
fixedCombat & Damage Improved indirect fire weapon attack logic Fixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage) Fixed ground units in active attack mode walking through walls Fixed units passing through walls Fixed Impact Drill only attacking a building once
fixedBuilding & Grid Refined building and grid weight logic Fixed building collision area persisting after destruction and during reconstruction
fixedUnit Behavior Optimized active attack mode performance: added 0–0.5 second detection delay Fixed weapon system freezing unit movement Fixed units standing idle after losing target [c]SyncSystem.SyncCollision[/c]: non-logic entity [c]col.IsCollide[/c] now derived from [c]baseData.IsCollide[/c], resolving units being removed from ECS spatial grid and turrets failing to query targets during state transitions [c]WeaponSystem.FirInterval[/c]: [c]IntervalTimer[/c] now decreases regardless of target validity, preventing weapon from getting stuck in [c]FirInterval[/c] state and keeping [c]IsAttacking[/c] true, which blocked unit movement
changed🎮 Gameplay & Content
addedUnit & Building Adjustments Modified Mortar Turret damage Refined Photon Turret cost, attack stats, textures, and effects Adjusted Mortar Turret rebuild cooldown Increased Gun Turret range and ammo capacity: Lv1 320→350 / 30→40; Lv2 360→400 / 60→65; Lv3 400→450 Increased Wall HP, armor, and added auto-repair: Wall Lv1: 1000 HP / 7 armor / 10/sec repair; Lv2: 2000 HP / 15 armor / 25/sec; Lv3: 4000 HP / 30 armor / 50/sec
addedNew Unit Added new unit: Armored Frame
Lv1320350/30Lv1 increased, buffLv2360400/60Lv2 increased, buffLv3400450Lv3 increased, buff

旧日余晖Remnant Afterglow changes

fixedCombat & Damage Improved indirect fire weapon attack logic Fixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage) Fixed ground units in active attack mode walking through walls Fixed units passing through walls Fixed Impact Drill only attacking a building once
fixedBuilding & Grid Refined building and grid weight logic Fixed building collision area persisting after destruction and during reconstruction
fixedUnit Behavior Optimized active attack mode performance: added 0–0.5 second detection delay Fixed weapon system freezing unit movement Fixed units standing idle after losing target [c]SyncSystem.SyncCollision[/c]: non-logic entity [c]col.IsCollide[/c] now derived from [c]baseData.IsCollide[/c], resolving units being removed from ECS spatial grid and turrets failing to query targets during state transitions [c]WeaponSystem.FirInterval[/c]: [c]IntervalTimer[/c] now decreases regardless of target validity, preventing weapon from getting stuck in [c]FirInterval[/c] state and keeping [c]IsAttacking[/c] true, which blocked unit movement
changed🎮 Gameplay & Content
addedUnit & Building Adjustments Modified Mortar Turret damage Refined Photon Turret cost, attack stats, textures, and effects Adjusted Mortar Turret rebuild cooldown Increased Gun Turret range and ammo capacity: Lv1 320→350 / 30→40; Lv2 360→400 / 60→65; Lv3 400→450 Increased Wall HP, armor, and added auto-repair: Wall Lv1: 1000 HP / 7 armor / 10/sec repair; Lv2: 2000 HP / 15 armor / 25/sec; Lv3: 4000 HP / 30 armor / 50/sec

🛡️ Systems & Mechanics

  • Combat & Damage

    • Improved indirect fire weapon attack logic

    • Fixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage)

    • Fixed ground units in active attack mode walking through walls

    • Fixed units passing through walls

    • Fixed Impact Drill only attacking a building once

  • Building & Grid

    • Refined building and grid weight logic

    • Fixed building collision area persisting after destruction and during reconstruction

  • Unit Behavior

    • Optimized active attack mode performanceadded 0–0.5 second detection delay
    • Fixed weapon system freezing unit movement

    • Fixed units standing idle after losing target

      • [c]SyncSystem.SyncCollision[/c]non-logic entity [c]col.IsCollide[/c] now derived from [c]baseData.IsCollide[/c], resolving units being removed from ECS spatial grid and turrets failing to query targets during state transitions
      • [c]WeaponSystem.FirInterval[/c]: [c]IntervalTimer[/c] now decreases regardless of target validity, preventing weapon from getting stuck in [c]FirInterval[/c] state and keeping [c]IsAttacking[/c] true, which blocked unit movement

🎮 Gameplay & Content

  • Unit & Building Adjustments

    • Modified Mortar Turret damage

    • Refined Photon Turret cost, attack stats, textures, and effects

    • Adjusted Mortar Turret rebuild cooldown

    • Increased Gun Turret range and ammo capacity: Lv1 320→350 / 30→40; Lv2 360→400 / 60→65; Lv3 400→450

    • Increased Wall HP, armor, and added auto-repair: Wall Lv1: 1000 HP / 7 armor / 10/sec repair; Lv2: 2000 HP / 15 armor / 25/sec; Lv3: 4000 HP / 30 armor / 50/sec

  • New Unit

    • Added new unit: Armored Frame

  • Missions & Tutorials

    • Increased mission 1-1 preparation time and added upgrade tutorial

    • Adjusted tutorial pacing to avoid overwhelming players

    • Updated mission 1-2 spawn configuration with Armored Frame for testing

🎨 UI & Visuals

  • Interface

    • Sidebar now displays explosion damage and radius

    • Fixed semi-transparent function sidebar issue

    • Adjusted depleted resource text length

  • Animation & Effects

    • Added wreck salvage effect: wrecks now appear to be gradually reclaimed

    • Adjusted wreck height

    • Fixed unit chassis frame animation not playing

    • Fixed shadow layer issues

    • Reduced brightness of all friendly lasers

  • Fixes

    • Fixed a building being upgradable again while already upgrading

🔧 Fixes & Optimizations

  • Core Fixes

    • Fixed turret unable to lock onto enemy units

    • Fixed unit wall-passing, collision remnants, Impact Drill attack count, weapon system movement freeze, etc.

  • Performance Optimizations

    • Optimized active attack mode performance (detection delay)

    • Conducted performance profiling and optimizations

Source

Steam News / 20 June 2026

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