The latest development updates for Shogun Exodus introduce a unified settings architecture alongside the foundation for moddable biomes. Update 164 consolidates the main menu and in-game pause settings into a single reusable controller, ensuring global preferences, keybindings, and diagnostic tools stay synchronized across all entry points. Following this baseline update, Update 165 implements a mod-mergeable biome catalog and event-driven tracking system, establishing the initial Flatlands biome to control local terrain, temperature, and rainfall parameters.
Building upon the new biome framework, Update 166 introduces dynamic underground dirt presentation graphics for the Flatlands profile. The updated rendering pipelines allow underground detail sublayers to automatically adjust based on building layout changes while drawing from customizable asset pools. These updates collectively refine user configuration management, expand environment modding capabilities, and enhance visual scene stability in Shogun Exodus.
Raw Patch Notes
UPDATE 2026-08-03 #164 - Unified Scrollable Settings Menu - Replaced the independently authored Start-screen and Pause-menu Settings implementations with one reusable `SettingsMenu` scene/controller. Both entry points now expose the complete same set of global preferences, including diagnostics, Dev Tools, ink animations, autosave controls, and keybindings; controls synchronize from `SettingsManager` on open and when another instance changes a setting. - The in-game Settings presentation remains inside the existing Pause menu ink window, preserving its size, appearance, and existing opening-animation owner; only the settings list is now scrollable. The Start screen opens the shared Settings content in its own larger 680x540 ink window, which uses the existing `InkPanelContainer` visibility animation without any changes to the animation system. - Settings continue to apply immediately and persist through the existing `user://settings.json`; Mods remains a separate menu. - The global pause-input router recognizes an active rebind in either shared Settings instance, so Esc cancels title-screen rebinding instead of opening the hidden in-game menu. - Immediate UI follow-up: programmatic synchronization now keeps control signals live for authored checkmark/slider visuals while a local guard suppresses setting writes, and explicitly refreshes an already-styled checkmark from the real button state. Scroll content reserves space for the 32px authored scrollbar, and the title-screen Settings content request is 680x540 so the ink frame's scaled safe margins remain fully on-screen. Opening Keybindings hides the underlying Settings content until Back is pressed, preventing translucent-frame text overlap; its own scrolling rows reserve the same scrollbar clearance. - Files: `Scenes/UI/SettingsMenu.tscn` (new), `Scripts/UI/SettingsMenu.gd` (new), `Scenes/StartScreen.tscn`, `Scripts/UI/StartScreenMenu.gd`, `Scenes/UI/PauseMenu.tscn`, `Scripts/UI/PauseMenu.gd`, `Autoload/PauseController.gd`, `DeveloperFiles/current-game-setup.txt`, `DeveloperFiles/update-log.txt`. UPDATE 2026-08-07 #165 - Moddable Biome Foundation (Flatlands) - Added `Data/biomes.json` as the mod-merged biome catalog. `default_biome_id` points to the concrete `flatlands` record rather than defining a biome called Default. The taxonomy defines terrain (Flat/Rocky), temperature (Hot/Normal/Cold), and rainfall (Wet/Normal/Dry); Flatlands is the only authored biome and is Flat/Normal/Normal. - Added the event-driven `BiomeSystem` autoload. It assigns a resolved biome id per location with no frame/tick/pawn work, exposes the active biome, resets for every fresh new-game flow, and persists concrete location assignments inside the existing `WorldState` session snapshot. Changing the modded default therefore affects later new games/locations while loaded saves retain their assigned biome. - Biomes reference, but do not absorb, the independent presentation catalogs. Flatlands currently references world-background profile `default` and Castle style theme `default`. Empty `WorldBackground.background_profile_id` and `BuildingSpawner.style_theme_id` values inherit those biome references; non-empty instance values remain explicit overrides. - Base now uses biome inheritance. Removed its hidden legacy `BaseWorldBackground` instance and deleted that obsolete scene. Cleared the authored `scene::unknown` / seed `1` WorldBackground overrides so the active background resolves the real location identity and derives its stable seed normally. - `GameDB` now merges and exposes the biome catalog with deterministic fallback/warnings for missing IDs. No weather, mining, culture, audio, biome selection UI, dynamic combination generation, or TravelLocations biome metadata was added. - Files: `Data/biomes.json` (new), `Autoload/BiomeSystem.gd` (new), `Autoload/GameDB.gd`, `Autoload/WorldState.gd`, `Scripts/WorldBackground.gd`, `Scripts/Buildings/BuildingSpawner.gd`, `Scripts/UI/CharacterCustomization.gd`, `Scenes/Base.tscn`, `Scenes/Enviroment/WorldBackgrounds/BaseWorldBackground.tscn` (removed), `project.godot`, `DeveloperFiles/current-game-setup.txt`, `DeveloperFiles/mod-guide.txt`, `DeveloperFiles/update-log.txt`. UPDATE 2026-08-07 #166 - Flatlands World Underground Dirt - Added the Flatlands Castle-adjacent underground dirt presentation to the biome-selected `default` WorldBackground profile. The door side uses the StairsSide edge, the opposite side uses WallSide, both flip for a right-side entrance, and five Ground textures are selected independently through deterministic left/right random streams before tiling outward at natural size. - `WorldUndergroundLayer` now owns the ordered deep fill, underground details, and new `UndergroundDirt` sublayer. The strip consists only of static Sprite2D nodes and performs no frame/tick work; repeated sprites share Godot texture resources. - `BuildingSpawner` now emits the focused `world_background_geometry_changed` contract and exposes ground-underground bounds separately from whole-Castle visual bounds. WorldBackground caches the dirt anchor: ground-floor or entrance changes re-anchor it, while an upper-floor-only width change only appends newly required outer coverage and leaves existing dirt/detail placements alone. - `underground_dirt` is mod-merged by profile with stable, weighted, individually disableable asset dictionaries for `stairs_side`, `wall_side`, and `ground`. Missing/disabled pools degrade to uncovered background rather than crashing. - Files: `Scripts/Buildings/BuildingSpawner.gd`, `Scripts/WorldBackground.gd`, `Scenes/Enviroment/WorldBackgrounds/WorldBackground.tscn`, `Data/world_background_profiles.json`, `DeveloperFiles/current-game-setup.txt`, `DeveloperFiles/mod-guide.txt`, `DeveloperFiles/update-log.txt`.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

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