Recent development updates for Shogun Exodus address visual rendering accuracy alongside workflow improvements for internal testing. Update 205 resolves a floor reflection clipping issue where perspective-widened visual reflections were cut off at the edges of their original sprite bounds. Through an updated shared shader, drawing geometry now expands around the sprite center with compensated UV sampling, ensuring seamless transparency and reflection fidelity for both character visual layers and placeable objects without adding per-frame overhead or extra textures.
Update 206 introduces a togglable Instant Build feature to the Dev Tools menu to accelerate gameplay and base layout testing. When active, new construction orders finish instantly without resource consumption, hauling tasks, worker requirements, or construction delays. The system preserves regular placement footprints, material properties, and normal save serialization, while automatically managing state resets across new games, explicit loads, and fast travel.
Raw Patch Notes
UPDATE 2026-09-21 #205 - Floor Reflection Side Clipping - Fixed perspective-widened reflections being cut off at their original sprite rectangles. The shared shader now expands drawing geometry around each sprite center, compensates UV sampling, and discards out-of-texture samples so the added area stays transparent. Existing contact, squash, perspective strength, animation and fade settings are preserved. - Character reflection layers supply their local rectangle centers via a per-instance shader parameter when materials are applied after rebuilds; centered placeable reflections retain the zero default and share the fix. No extra textures, material copies, or per-frame script work added. - Files: Art/Effects/FloorReflection.gdshader; Scripts/Characters/CharacterVisual.gd; DeveloperFiles/current-game-setup.txt; DeveloperFiles/update-log.txt. - Validation: static shader/script review, parameter/call-site checks, numerical geometry/UV checks, and diff whitespace checks. Godot shader compilation and visual checks remain manual: both facing directions, idle/walking, varied appearances, placeables, and camera edges. Presentation-only correction requires no loading-hint change. No intentional breaking changes. UPDATE 2026-09-28 #206 - Instant Build Dev Tool - Added the default-off Instant Build checkbox to the main Dev Tools menu. Newly confirmed Build New orders finish without resources, hauling, a builder, construction time, or room evacuation/locks; existing scaffolds continue normally. Suitable materials remain selectable without stock, preserving all material slots and derived properties along with normal footprint, direction, and spacing restrictions. Works while soft-paused. - New orders use GeneratedPlacementKnob.submit_construction_plan: normal mode delegates to existing scaffold creation; instant mode reuses final placement with footprint rollback on spawn failure, runtime registration, stairs navigation, and ordinary save state. No per-object IDs, mod flags, scaffold sweeps, new autoloads, or per-frame work were added. Future room construction should use the same SettingsManager policy query and its own validated completion path. - Toggle state is runtime-only, retained across menu reopening/travel, and cleared by New Game, explicit Load Game (even a failed attempt), or disabling Dev Tools. Changing it during material selection/confirmation restarts material selection so eligibility cannot remain stale. - Files: Autoload/SettingsManager.gd, PlayerSetup.gd, SaveGame.gd; Scripts/DevTools/DevToolsMenu.gd; Scripts/Buildings/GeneratedPlacementKnob.gd; Scripts/Player.gd; DeveloperFiles/current-game-setup.txt; DeveloperFiles/briefs/instant-build-dev-tool-brief.md; DeveloperFiles/update-log.txt. - Validation: static script/API/signal and state-lifetime review, duplicate-function/conflict-marker checks, policy/placement/travel contract checks, and diff whitespace checks passed. Loading hints reviewed; this developer-only option needs no gameplay hint. No Godot engine or GDScript parser was available for runtime/compile validation. User checks remain: zero-stock and multi-material builds while paused, placement restrictions/stairs, existing scaffolds, normal mode, menu styling/toggles, new/load/travel lifecycle, and save restoration. No intentional breaking changes.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

Leave a Reply