The latest *Shogun Exodus* development update introduces a comprehensive overhaul of the game’s user interface, focusing on visual clarity, readability, and modding flexibility. A new moddable compact-element styling layer has been implemented, featuring unified black-and-white AssetDB palettes for checkboxes, sliders, and dropdowns. This system streamlines the visual footprint across ink windows, improves scrollbar interaction geometry, and updates the Jobs grid with high-contrast borders for better readability. Additionally, critical compatibility updates for Godot 4.6 ensure stable rendering and layout behavior across all UI elements.
Alongside these aesthetic refinements, the patch adds dynamic, variant-matched ink opening animations for major interactive windows, complete with a new toggle in the settings menu to skip transitions. Action buttons have also been fully standardized with moddable backgrounds, featuring enhanced hover effects, polished text scaling, and improved container layouts to prevent clipping. Finally, various bug fixes resolve issues with Servant sheet viewport clamping and eliminate redundant background layers to deliver a cleaner, more responsive interface.
Raw Patch Notes
- Added a moddable compact-element styling layer with black/white AssetDB palettes for boxes, checkmarks, X marks, slider lines/grabbers, narrow/wide dropdown rows, and directional arrows. Checkboxes and sliders layer textures on the GPU; context choices use one dropdown image per row and discard the classic outer context background. - Ink windows apply the white-on-dark element palette to ordinary settings/forms, with explicit helpers for dynamic controls. Dense Jobs Work Hours cells and priority buttons intentionally remain on their precise programmatic grid styling. - Fixed Godot 4.6 CheckBox compatibility: compact checkboxes no longer rely on the unsupported `icon_max_width` property. A transparent native icon preserves CheckBox layout/input while separate 28px box and checkmark TextureRects provide the authored visuals. - UI element follow-up: ink-window scrollbars now use the white wide-dropdown stroke instead of Godot's grey line, right-click rows use black dropdown artwork with white text, slider artwork draws above any native remnants so its track remains white, and launch-screen buttons have a taller centered vertical spread. Jobs schedule/priority cells remain excluded. - Increased styled scrollbar interaction geometry to a moddable 32px thickness with a 48px minimum grabber length, so `wide_dropdown_white` is not compressed into an impractically thin native scrollbar target. - Removed redundant built-in TabContainer/ItemList/Tree panel backgrounds inside ink windows. This clears the secondary translucent rectangle visible in Jobs while preserving tabs, selection highlights, and the intentionally geometric Work Hours/priority grids. - Changed Jobs Work Hours cell borders from near-black to white for readability on the ink frame; enabled hours remain blue and grid geometry is unchanged. - Added variant-matched ink opening sequences: substantial interactive windows lazily load and play 15 frames over 0.5 real seconds on every open/reopen, then hand off to the full-resolution static frame. Rotation/stretching and shader presentation match the selected box, contents remain hidden/non-interactive during playback, and cancellation safely restores them if the window closes mid-animation. - Placeholder start menu, loading hint/prompt, and transient notices explicitly skip animation. Pause and immediately created light-colour windows animate; reverse closing remains data-reserved but disabled. - Corrected the world-selected Servant sheet after its ink-frame enlargement: its follow offset once again places it around head/upper-body height, and its complete bounds are clamped inside the viewport. Portrait-opened centered placement and opening animation behavior are unchanged. - Replaced generic rectangular backgrounds on ordinary ink-window action buttons with the moddable `UIButtonBackground.png` style. Buttons now center around their text, use the authored 36/26/36/50px safe margins, and wrap rather than exceeding their ink content area; placement's plain Build/Inventory choices use the same reusable action presentation while genuine inventory rows, dropdowns, Jobs grids, and bottom HUD buttons remain specialized. - Action-button tuning: increased shared text from the inherited 18px to 28px, established a 238×72 minimum rendered footprint so safe margins remain visually substantial, and corrected premature wrapping by allowing single-line labels to use that full safe width. Hover now matches the bottom HUD feel with a 120% text-only cubic scale over 0.5s plus a white shine/outline; the ink artwork remains stationary. - Fixed action-button container layout: buttons no longer accept surplus vertical expansion, and the text overlay now derives its safe rectangle from the final rendered size, preventing tall/square pause buttons and clipped single-line labels. The placeholder launch menu now uses the bottom HUD's Brush Strokes font and redistributes its previous wide gaps into 24px inter-button spacing plus asymmetric 36px top/18px bottom insets. - Corrective follow-up: restored action text to full-button anchoring with safe-area offsets and explicit foreground ordering after manual child positioning placed labels behind/below their buttons. Hover tween lookup now checks metadata existence before reading it, eliminating repeated Godot 4.6 `get_meta` errors on first hover. - Hover simplification: removed the action label's separate margin-offset layout entirely. Like the proven lower HUD `MainUIButton`, the label now fills the button and scales around `button.size * 0.5`; margins remain solely responsible for sizing the background. This prevents hover text from expanding upward or drifting between adjacent buttons. - Final action-button/animation settings pass: start-screen action text is now 35px; hover only performs the centered scale tween, while button-down applies the white shine and button-up clears it, matching lower HUD controls. Added a persisted, default-on `Ink Window Animations` checkbox under Pause → Settings; disabled windows skip frame loading/playback and show their static ink frame immediately.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

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