Shogun Exodus Devlog #19

The latest devlog updates for *Shogun Exodus* introduce the first phase of the new multi-material placeable visuals system. This update overhauls construction requirements and material-mask visual metadata, allowing structures like the Large Container to utilize both primary and secondary material inputs. The construction pipeline has been updated to handle multi-material planning, scaffold Haul tasks, and dynamic stat resolution, ensuring that placeable names, build times, and attributes accurately reflect their specific material composition.

To complement these new construction mechanics, a targeted performance optimization has been implemented for building previews. Pre-confirm construction ghosts now bypass the material-masked texture baking process and load base textures directly. This change eliminates the previous FPS stutter during placement planning while still preserving the correct material-masked visuals for active scaffolds and completed structures.


Raw Patch Notes

UPDATE 2026-05-21 #123 - Multi-Material Placeable Visuals V1
- Added multi-material placeable construction requirements and material-mask visual metadata, with Large Container now using primary x8 ingots and secondary x4 ingots plus `LargeContainer_MaterialMasks.png`.
- Added ordered placeable material slots while keeping `material_id` mirrored to the primary material, then updated placeable texture baking to cache material-masked composites before condition overlays.
- Updated construction planning, previews, scaffolds, and scaffold Haul tasks to handle multiple material requirements, including same-material aggregation and summed build duration by material workability.
- Updated placeable info naming/stat resolution so primary material names strip material form suffixes and numeric derived stats use count-weighted material values.
- Fixed the follow-up parser issue by adding the missing `ItemVisuals` display-name helper and cleaned related warning-level unused/shadowed names.
- Files: `Data/Items/placeables.json`, `Autoload/ItemVisuals.gd`, `Scripts/Player.gd`, `Scripts/Construction/ConstructionScaffold.gd`, `Scripts/Buildings/GeneratedPlacementKnob.gd`, `Autoload/JobManager.gd`, `Scripts/Placeables/PlaceableBase.gd`, `Scripts/ItemInfoPanel.gd`, `current-game-setup.txt`, `mod-guide.txt`, `update-log.txt`

UPDATE 2026-05-21 #124 - Construction Preview Material Bake Skip
- Changed pre-confirm construction ghosts to load the placeable base texture directly instead of baking material-masked placeable textures for the 50% opacity preview, avoiding the material-selection FPS hitch while keeping selected materials on the scaffold and final build.
- Files: `Scripts/Buildings/GeneratedPlacementKnob.gd`, `current-game-setup.txt`, `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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