The latest development update for *Shogun Exodus* introduces significant refinements to the in-game camera framing and zoom mechanics. By consolidating competing zoom paths into a single requested-center calculation, the camera system now provides smoother transitions and stable head-level framing that remains unaffected by character animation bobbing. Additionally, a new underground constraint caps the downward camera view beneath the castle art, ensuring that wider zoom levels expand upward to maintain visual consistency and preserve background depth.
Alongside these camera optimizations, this update delivers major improvements to the *Shogun Exodus* background generation system and editor workflows. The WorldBackground system has been converted into an active editor tool featuring seed randomization for instant scene previews, while underground detail placements have been fine-tuned to a tighter 1-150px range below the castle. These backend adjustments streamline scene creation and polish the underground aesthetic without disrupting existing saved placement records.
Raw Patch Notes
- Follow-up (camera framing): replaced the competing rendered-center/direct-position zoom paths with one requested-center calculation. The camera now resolves and caches the CharacterVisual skull/head offset (so live animation bob cannot shake the camera), uses a fixed offset fallback until that visual exists, force-updates after wheel zoom, and returns to the same head-level framing after a zoom cycle. A continuous Castle-bottom constraint caps the visible view at 1000px beneath the underground art, so wider zoom expands upward only. WorldBackground black depth now matches that allowance plus its safety margin instead of allocating a full 6%-zoom viewport below the Castle. Files: `Scripts/CameraController.gd`, `Scripts/WorldBackground.gd`, `Data/world_background_profiles.json`, `current-game-setup.txt`, `mod-guide.txt`, `update-log.txt`. - Follow-up tuning: reduced both the matched camera/WorldBackground underground view allowance and the generated detail top-edge maximum from 1000px to 500px (detail range is now 50-500px). The separate black safety margin remains unchanged, so scaled detail images still degrade to black rather than exposed empty canvas. Existing saved placement records intentionally remain unmoved; new backgrounds and newly extended ranges use the new limit. - Follow-up editor authoring/tuning: WorldBackground is now an editor tool with an Inspector-editable `generation_seed` and actual `Randomize Seed` tool button; either seed change regenerates the scene preview without adding runtime processing. New detail top edges now generate 1-350px below the Castle underground (was 50-500px). Existing saved placement records remain unmoved. - Follow-up tuning: reduced new underground detail top-edge placement from 1-350px to 1-150px. The camera's separate 500px underground view allowance is unchanged; existing saved placements remain unmoved.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

Reply