Shogun Exodus Devlog #22

Shogun Exodus Update #136 introduces a major overhaul to pawn visuals and character customization. This update replaces legacy assets with brand-new, high-resolution graphics, featuring three new male and female body types, six gender-neutral skulls, and twenty unique facial features. A gender-filtering rule has also been implemented, ensuring male and female pawns generate with appropriate facial features that align seamlessly across both standard gameplay and character portrait renders.

Behind the scenes, the update delivers a highly flexible character appearance system with per-body skull placement and scaling, allowing facial features and skulls to dynamically anchor to specific body parts. Additionally, pawn movement animations have been refined by softening the head-bobble effect by 20% for more natural movement, while a new idle cache release optimization frees up approximately 87MB of system memory after character spawning bursts to improve overall performance.


Raw Patch Notes

UPDATE 2026-06-16 #136 - New Pawn Bodies + Per-Body Skull Placement/Scale
- Created new graphics for 3 male body types, and 3 female body types.
- Created new graphics for 6 gender-neutral Skull types.
- Created new graphics for 10 male facial features, and 10 female facial features.
- Switched the 6 human bodies and 6 skulls to the new larger art (bodies 1334x2726 in `Art/Actors/Human/Bodies/`, skulls 357x500 in `Art/Actors/Human/Skulls/`) and deleted the 12 old root PNGs plus their `.import` files.
- Made skull placement and scale per body part (per body_type x gender): each body part now carries a `head_attachment` block (`skull_scale`, `left_x_from_body_left`, `bottom_y_from_body_top`). Added a generic `body_part_anchor` actor-attachment type that reads this block from the selected body part, flipped `head_base.part_anchor_point` to `bottom_left` (skull's bottom-left corner snaps onto the body anchor), gave each render group its own effective scale (render_scale x skull_scale for the head), and removed the now-unused global `human_head_anchor`.
- Added an idle release of the full-res source-image cache (default 2s after the last build) to free ~87MB once a spawn burst settles, without touching the downsized render-plan cache; existing actors are unaffected and later rebuilds re-decode on demand.
- Files: `Data/Characters/appearance_parts.json`, `Data/Characters/appearance_slots.json`, `Autoload/CharacterAppearanceService.gd`, `current-game-setup.txt`, `mod-guide.txt`, `update-log.txt`
- Added a `face_base` appearance slot in the `head` render group (layer 200, above the skull) plus 20 face parts (10 male in `Art/Actors/Human/Male_Faces/`, 10 female in `Art/Actors/Human/Female_Faces/`), each 357x500 to overlay the skull directly.
- Gender-filtered face selection via a `face_base` `use_gender_filter` rule in the human_default generation profile, so male pawns only draw male faces and female pawns only female faces. Faces inherit each body's skull scale/anchor automatically because they live in the head group, and they appear in portraits too.
- Tuning: softened the moving head wobble by ~20% (`head_follow_bob_px` 7.0->5.6, `head_counter_rotation_deg` 4.0->3.2, `head_vertical_tilt_up_deg`/`head_vertical_tilt_down_deg` -5.0/5.0 -> -4.0/4.0) in the human_default animation profile; idle behavior unchanged.
- Files: `Data/Characters/appearance_parts.json`, `Data/Characters/appearance_slots.json`, `Data/Characters/appearance_generation.json`, `Data/Animation/animation_profiles.json`, `current-game-setup.txt`, `mod-guide.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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