The latest development updates for Shogun Exodus introduce an underground deposit system beneath eligible Castle structures, adding deterministic generation for mineral, clean water, and contaminated water resources. Managed via a dedicated backend system, subterranean generation incorporates biome-weighted probabilities, starting resource guarantees, and full persistence across saves and area travel without active frame overhead. Core game data has also been expanded with mod-compatible resource definitions and metadata configurations to establish baseline supply rules and inspection profiles for raw water and tagged ores.
Complementing the underground mechanics is an asset reorganization moving Art/Materials to Art/Resources, supported by eighteen new art assets spanning deposit variations, grading masks, and resource icons. Interface updates incorporate GPU-graded preview icons and inspectable output links directly within building panels. Technical refinements include a startup method conflict resolution, tuned biome generation distributions, and updated save schemas to preserve deterministic placement across new playthroughs.
Raw Patch Notes
UPDATE 2026-10-09 #208 - Resource Art Folder - Renamed Art/Materials to Art/Resources and updated all asset references and documentation. Validation passed; user confirmed it appears to work as needed. UPDATE 2026-10-09 #209 - Underground Deposits and Water Resources - Added static Mineral, Clean Water and Contaminated Water deposits beneath eligible Castle underground tiles. All generation reuses ground-floor placement exclusions. Absolute biome category probabilities preserve the requested rates; internal weights select Water quality, nine explicitly tagged ores and four saved visual variations. The starting Castle guarantees 2 Carbon and 1 Clean Water once, reducing Carbon targets first when space is limited. - Introduced mod-merged Data/underground_deposits.json and Data/Items/resources.json through GameDB, with generic definitions/groups/pools/profiles, explicit typed outputs, optional output tags, unlimited/finite supply metadata and instance state. Raw Water is inspectable data with false inventory/carry/equip capabilities. No extraction, machinery, pipes, illness or encounter execution was added. - One reusable UndergroundDepositSystem child owns each building's fixed-origin signed cell records, deterministic per-cell streams, logical queries, both-side append coverage and save/travel restoration. Building custom state schema 4 embeds component schema 1; ordinary/blocked coverage and guarantee completion are preserved, and visual nodes are excluded from entity saves. Playable expansion is not implemented. - Shared GPU green-mask grading reads existing Material adjustments; textures/materials are cached and reused in world/Info previews. Deposits expose Info only, clickable Produces and reusable escaped inline resource links, preserving existing Parents navigation. No deposit tick/frame/pixel loops, per-tile physics sensors or new autoload. - Files: Autoload/GameDB.gd, ItemVisuals.gd; Scripts/World/UndergroundDepositCatalog.gd, UndergroundDepositSystem.gd, UndergroundDepositVisuals.gd; Scripts/Buildings/BuildingSpawner.gd; Scripts/UI/ItemInfoText.gd; Scripts/ClickSelect.gd, ItemInfoPanel.gd; Scenes/Base.tscn; Art/Effects/UndergroundDepositGrade.gdshader; Data/underground_deposits.json, Items/resources.json, Items/materials.json, LoadingScreenText.json; DeveloperFiles/underground_deposit_validation.gd, current-game-setup.txt, World_Background_Explainer.txt, temporary-data-fix-later.txt, briefs/underground-deposit-system-brief.md, update-log.txt; Mods/mod-guide.txt. - Validation: edited JSON/mod examples parse; all deposit/icon asset references exist; ore weights/tags and unchanged material fields verified against the pre-edit working files; six category totals and 65/35 Water weights checked; script string/delimiter, duplicate-method, conflict-marker, API/save/geometry contract review and diff whitespace checks passed. No Godot engine or full GDScript parser was run. The added user-run regression script exercises the actual generator; it has not been executed here. - Manual acceptance: Godot compilation/shader import; masked grading and Info/Parents/inline links at varied zoom/parallax; structural exclusions and small-capacity guarantees; exact save/load/travel restoration; extension order and mod invalid-data handling; clean-run initialization/graphics/25-50-100 Servant profiling. Save state gains schema 4; no intentional destructive migration or unrelated identifier changes. Old saves/mods receive no compatibility migration. - Immediate startup fix: renamed the typed-reference helper to normalize_reference and updated all callers; reference conflicted with inherited RefCounted.reference() -> bool and prevented script parsing. Verified the old helper/calls are absent and reviewed other new helper names for inherited-method collisions. Godot startup remains a user check. - Follow-up after user testing: deposit Info now shows the concrete Ore or Water resource icon instead of the full underground tile. Shared GPU grading supports whole Ore icons and masked world tiles through separate cached materials, with no new CPU pixel work. Base mineral chances are now Flat/default40% and Rocky60%; Water is Wet30%, Normal/default20%, Dry10%. Ore weights/65-35 Water quality/guarantees remain, and existing saved cells never reroll. Updated the actual-generator checks and current mod/setup documentation; the approved preview/rate amendment is recorded in the implemented brief. - Follow-up validation: JSON, six probability totals, resource paths, shared shader parameter/call sites, script delimiters and diff whitespace checked. Godot compilation and Ore/Water preview comparison plus new-game density sampling remain manual. No new schema break or loading-hint change. - Artwork created for this system: 4 mineral deposit images with 4 matching masks; 4 clean-water deposit images; 4 recoloured Contaminated Water deposit images; and 2 resource icons (Clean Water and Contaminated Water). Total: 18 assets. - User validation: several new-game startups and different building generations, including a very small building without room for all guarantees, worked without reported errors. Exact balancing will continue later. Added DeveloperFiles/Underground_Deposits_Explainer.txt as a short architecture/data/persistence/extension handoff.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

Leave a Reply