In this update1
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
- Maps
- UI and audio
- Gameplay
- Performance
旧日余晖Remnant Afterglow changes
English Version
🛡️ Systems & Mechanics
Unit Behavior & Sub-units
Fixed sub-unit attack speed resetting when switching targets
Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation position
Fixed sub-units ignoring walls and targeting units behind walls
Fixed shadow layering so unit shadows now render above buried buildings
Weapon & Combat
Fixed weapon rotation offset when weapon center is not at entity center
Optimized weapon system ECS, removed non-ECS legacy code to reduce footprint
Fixed sub-unit attack speed resetting on target switch
Meta Progression & Saves
Implemented out-of-mission resource calculation on the world map
Added Data Point conversion: 1000 points = 1 Data Point; victory grants 100% points, failure/retreat/return to menu grants 75%
Out-of-mission resources now properly saved; save path changed to C drive with Steam Cloud configuration completed
Tech Tree & Plug-in System
Refactored tech tree system
Plug-in warehouse initially completed and fully implemented: refined affix quality and acquisition logic, negative affix compensation, building config button integration
Added a new plug-in type; adjusted plug-in acquisition logic
- Refined plug-in affix names and mechanicsarmor and shield values now appear gray on buildings without those stats, removed additive/subtractive logic
Fixed plug-in damage display anomaly for turrets; improved affix attribute ID sidebar display
Sandbox & Testing
Sandbox mode now ignores tech tree restrictions for building usage
Quick win button in Sandbox now opens the results button instead of directly ending
Tutorial System
Added tutorial mission, refined trigger condition logic, added button-based triggers
🎮 Gameplay & Content
Buildings & Units
Implemented friendly barracks system; added new building: Mech Assembly Platform (levels 1-3)
Added Shield Mechs levels 2-3 (produced by Mech Assembly Platform)
Improved armored unit attack animations
Balance & Data Adjustments
Reduced Layout Node construction time (5s → 3s) and adjusted construction/upgrade costs
Adjusted upgrade costs for Drill Rig, Gun Turret, and Photon Turret; increased Salvage Station Lv2/3 efficiency; reduced Photon Turret damage
Comprehensive building and upgrade price adjustments
Added preparation phase skip: skipping grants 3× time worth of Dimensional Solvent; can now start next wave during preparation
Missions & Maps
Added all campaign missions, painted world map tiles
Reordered mission list: original Missions 2 & 3 moved to slots 3 & 4
Added Mission 2 “Structure and Armor”; completed maps “Item Warehouse”, “Long River Road”, “Dimensional Device”
Refined spawn configurations for various missions
Items now have tech tree requirements; some can be unlocked via maps
🎨 UI & Visuals
Interface Improvements
Adjusted world map UI; completed missions now show a golden border
Added floating tooltip for resource icons on the combat screen
Fixed wave notification window display size anomaly
Floating Tooltip System Enhancements
Upgrade mode shows [c][Tab] [G][/c] to confirm when a building is selected
Salvage mode shows [c][Tab] [X][/c] to confirm
Teleport mode shows [c][Tab] [F][/c] to confirm
Fixed mouse cursor not reverting after mission completion while in upgrade/salvage mode
Results Screen
Revised results screen layout and content display
Added sidebar info: rebuild capability and rebuild cooldown display
Other
Fixed main menu link button index issue, added Bilibili link
🔧 Fixes & Optimizations
Core Fixes
Fixed error when a building being salvaged is destroyed by enemies
Fixed tech not unlocking after mission completion
Fixed wall shadow display issue
Fixed various sub-unit behavior anomalies
Fixed plug-in damage display anomaly and wave notification size issues, along with other minor bugs
Performance & Code
Consolidated shadow handling and callback effects
Removed non-ECS portions after weapon system ECS migration
Results screen layout adjustments
🗺️ Map & Editor
Painted world map tiles; refined several mission map configurations
Source
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