Smoke trails look like smoke again
Update 0.26.1 · Update 0.26.0 · Update 0.25.0 · Update 0.24.0
- Smoke trails look like smoke again
- Taller halls everywhere
- Walls that match
- Lighter wall grime
- Solid, cleaner factory props
- A sharper factory view
- Cleaner booth visibility
- Paint glows from its neon
- Galleries hold together
- Evenly lit decks
- No more floating roof steel
- Floors that show their work
- Floor markings look painted on
- Tidier floor drains
- Real production lines
- No more rounded walls
- Less flicker
- Poured-concrete walls and bases
- Props fade cleanly
- More steam
- No crawling under stairs
- Machines respect walls
- More believable production floors
- Compositions survive stair placement
- Solid Paint and guard booths
- Clearer gallery views and stronger Paint identity
- High graphics starts within the device's limits
- Less first-use rendering work during play
Update 0.26.1
A fix for gun smoke.
- Smoke trails look like smoke again. Since 0.26.0, every round's smoke trail showed as a thick black streak. Trails are back to a thin hot streak that cools into grey smoke and drifts apart, in raids and in Quality Control.
Saves, servers and compatibility
Run-safe notes: visual only. Saves, stash contents, catalog ids and live-protocol fields are unchanged.
Update 0.26.0
Taller halls and walls that hold together: every district's main hall rises to full height, rooms share one wall style in poured concrete, wall grime is lighter, and props render solid.
- Taller halls everywhere. Every district's main hall now rises to the full height the Parts warehouse had, so the roof steel sits up out of view and the walls run high around you.
- Walls that match. A room's walls share one panel style, with feature panels spaced evenly instead of scattered. Side rooms have the same concrete base and steel cladding as the halls they open off. Walls that were painted, tiled or mottled white are poured concrete now; corrugated and painted-steel walls stay.
- Lighter wall grime. Grime along the foot of the walls is fainter, lower and less common, and runs evenly along a wall instead of changing every couple of metres.
- Solid, cleaner factory props. Fixed opaque props showing their inner surfaces through the exterior and locker banks disappearing because of incorrect bounds. Repacked the animated lockers, restored clearer older locker/bench/server props, and reduced distant machinery geometry while retaining its textures.
Known issues: busy halls can still run below 60 fps. Map art and composition remain a work in progress.
Saves, servers and compatibility
Run-safe notes: new raids generate taller halls and different wall dressing; the change is visual. Saves, stash contents, catalog ids and live-protocol fields are unchanged.
Update 0.25.0
A sharper, cleaner look at the factory: painted-on floors, real production lines, more steam, galleries that hold together and machines that respect walls.
- A sharper factory view. Removed miniature depth of field and aim/overhead defocus on Medium and High. A subtle edge vignette keeps the view focused without blurring machinery, routes or targets. Temporal reconstruction favors newer moving detail. Removed the volumetric haze layer responsible for grid-like light patches; ordinary fog, lamps and local steam remain.
- Cleaner booth visibility. Booths clear as a whole when they block the operator, avoiding circular transparent patches across their roofs.
- Paint glows from its neon. Paint & Finishing's work lamps are warm now, and its green comes from big neon tube bars along the hall walls and the gallery decks, each lighting the wall and floor in front of it.
- Galleries hold together. Wall columns stop under the gallery decks as their posts instead of rising through them, and bridges and overhanging decks sit on steel edge girders instead of reading as bare slabs.
- Evenly lit decks. Gallery decks get a fitting wherever their floor was more than 5 m from one, so long decks no longer have dark stretches.
- No more floating roof steel. Roof trusses, ties and crane runways on the camera's side of your raider clear with the walls they rest on, instead of hanging over the floor.
- Floors that show their work. Pallet spots and stocked rack bays in Warehouse and Dispatch have painted corner marks, forktruck lanes carry a painted forklift sign and tyre marks, and working machines leave oil, coolant or lubricant at their fronts.
- Floor markings look painted on. Hazard stripes, lift and door thresholds, walkway chevrons and drain-edge paint are now worn yellow paint on the concrete, with the floor showing through, instead of raised black-and-yellow tape. There's much less of it: no hazard boxes round every machine island, no stray arrows in the middle of halls, and drain paint only beside doorways.
- Tidier floor drains. A room has at most one drain run, or a matched pair either side of its aisle, cut to the same length.
- Real production lines. Assembly halls, and Dispatch and Warehouse halls with the room, have one long running conveyor beside the aisle (belts moving, cartons riding), with their work stations lined up along it. The loose short roller pieces are gone.
- No more rounded walls. Main assembly, showcase halls and set-piece rooms use straight and 45° walls only.
- Less flicker. Cut-away wall tops and door and window frames no longer shimmer where surfaces overlapped.
- Poured-concrete walls and bases. Concrete shows its pour lines, form-tie holes, panel-to-panel tone, water runs and a damp foot.
- Props fade cleanly. A tall machine or tank fading out in front of your raider shows as one see-through shell, not a tangle of its inside faces.
- More steam. Nearly every district has relief leaks hissing from its walls, more floor drains vent, more vents show at once on every graphics setting, and more set-piece rooms carry overhead pipe runs with shootable steam leaks (up to four a raid).
- No crawling under stairs. The low space under a stair flight is blocked, so your raider no longer slips in where they don't fit.
- Machines respect walls. Line Units and hounds no longer slide through thin walls when they stop, keep their bodies out of doorframes, won't fire through glass even when they can see you through it, and check their line of fire again after they move.
Known issues: busy halls can still run below 60 fps. Map art and composition remain a work in progress.
Saves, servers and compatibility
Run-safe notes: new raids generate different halls (no curved walls), dressing, cover, loot/container positions and patrol spawns; the rest of these changes are visual, with added lights. Saves, stash contents, catalog ids and live-protocol fields are unchanged.
Update 0.24.0
Factory floors now have connected production jobs and clearer routes, alongside fixes for High graphics startup, first-use rendering stalls and see-through booth surfaces.
- More believable production floors. Nineteen machinery and handling groupings serve seven districts, including ordinary fallback halls: stocked picking streets, fabrication stations, assembly cells, inspection jobs, connected dispatch rollers, calibration benches and generator service areas. Working aisles and crossing gaps stay open.
- Compositions survive stair placement. Machinery groups and measured stair approaches share the same reserved space, so later stair installation no longer strips machines out of an otherwise complete work cell.
- Solid Paint and guard booths. Opaque shell surfaces keep their depth coverage while intentional glass and camera fades remain.
- Clearer gallery views and stronger Paint identity. Gallery walls, services and rails clear the operator's view together. Booth lights retain their orange, teal and crimson colours, with restrained overspray at the booth mouths.
- High graphics starts within the device's limits. Renderer limits are requested explicitly; devices with tighter limits use fewer simultaneous shadowed lamps. Failed preparation reports a recoverable error instead of entering a broken raid. Slow preparation can keep advancing without being mistaken for a stalled load.
- Less first-use rendering work during play. Preparation covers partial room arrivals, hidden steam and shadow pipelines, with bounded compilation work and cancellation when leaving a raid. Newly loaded room surfaces also keep drawing correctly as their graphics are prepared.
Known issues: busy halls can still run below 60 fps, and first-use hitches and lengthy preparation remain possible. These changes do not establish a sustained 60 fps target across devices. Map art and composition remain a work in progress.
Saves, servers and compatibility
Run-safe notes: new raids generate different dressing, cover, loot/container positions and patrol spawns; optional measured stairs can choose different fits. Saves, stash contents, catalog ids and live-protocol fields are unchanged. Finish an existing raid on its current build, and have squadmates reload to the same build before the next raid.
