Character Clothing Visuals Added – Shogun Exodus Devlog #48

This panoramic black and white illustration portrays a man in traditional Asian attire engaging in daily activities such as tailoring and touching fabric while standing in front of a bamboo forest, with architectural structures in the background.
Update #217 for Shogun Exodus establishes the initial visual scaffolding for character clothing, introducing visual-only Rough Simple Shirts and Pants across six gender and body variants alongside Hemp Fabric. These default garments integrate directly into the existing appearance and save structure without introducing crafting, equipment statistics, or inventory mechanics. Visual layering has been restructured so apparel renders beneath front hair and above facial features across standard character models, UI portraits, and world reflections.

Under the hood, texture rendering performance is supported by shared GPU caching and transient viewports that distribute visual rebuilds across multiple frames. Existing save files remain fully compatible with no migration required. However, mod authors should be aware of a breaking mod contract change: front hair has been separated from the combined head texture into its own dedicated render group, meaning existing character appearance mods will need to be adjusted accordingly.


Raw Patch Notes

UPDATE 2026-10-23 #217 - Basic Apparel Visual Scaffolding
- Added mod-merged Rough Simple Shirt/Pants with six gender/body fits, visual-only Hemp Fabric and its textured icon, and persistent default outfits through the existing appearance/save structure. Clothing attaches bottom-centre; source artwork, including the intentional faint red alpha residue, is unchanged. No gameplay stats, crafting, equipment handling or starting materials were added.
- Separated front hair so clothing draws above skull/face and below front hair, with portrait composition and shared dressed reflections. Shared GPU Multiply preparation caches completed outfit textures independently of face/hair choices, uses transient viewports, and spreads waiting visual rebuilds across frames.
- Files: Autoload/CharacterAppearanceService.gd, GameDB.gd, ItemVisuals.gd; Scripts/Characters/CharacterVisual.gd, FabricTextureBaker.gd; Scripts/UI/BuildingPortraitSlot.gd; Art/Effects/FabricMultiply.gdshader, FabricStraightAlpha.gdshader; Data/Items/apparel.json, materials.json; Data/Characters/appearance_generation.json, appearance_parts.json, appearance_slots.json; DeveloperFiles/briefs/basic-apparel-scaffolding-brief.md, current-game-setup.txt, temporary-data-fix-later.txt, update-log.txt; Mods/mod-guide.txt.
- Validation: JSON parsing, all twelve variant paths/dimensions, outfit/material references, absence of introduced material stats, layer order, bottom-centre math, duplicate-function/preload checks, shader brace balance and diff whitespace checks passed. Loading hints reviewed; no new player-controlled mechanic requires a hint. Godot compilation, shader/alpha appearance, all six fits, animation/portraits/reflections, save/load/travel and 25/50/100 Servant profiling remain manual. Intentional mod contract change: front hair moved from the combined head texture to its own render group; old appearance mods must adapt. No old-save migration is required.

*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.


Leave a Reply

Your email address will not be published. Required fields are marked *