Major player-facing changes, performance work, and compatibility notes.
v8.0025 — Persistent Action and Carrier Dynamics
Restored nearby saved/dormant enemies and pickups immediately on browser resume and added a quota-safe synchronous local fallback while keeping the complete IndexedDB snapshot.
Carrier yaw now carries the hooked Titan camera while preserving limited free-look; carrier acceleration, braking, and turn tilt also carries into the camera.
Carrier cruise speed now scales with route length up to a 2.40 km/s cap, uses continuous speed-aware braking, and reports live speed plus ETA.
Moved AUTO conversion and new-game overwrite confirmations into the game UI; no player warning/confirmation uses browser dialogs.
Added destructible mission pylons/structures to AUTO targeting at 65% of visible height, including guided missile support; scan-only anomaly beacons remain non-targets.
Progression/economy, spawn density, ammo balance, and group burst-damage behavior are unchanged from v8.0024.
v8.0024 — Progression Recovery
Reduced recurring ordinary-rank credit growth from exponent 1.22 to 1.14 while retaining existing core growth.
Reduced ongoing AUTO rank costs from 8× credits/6× cores to 3×/3×; unlock costs remain unchanged.
Strengthened diminishing Hull, Shield, Reactor, and weapon rank curves and added sublinear milestone bonuses every fifth rank.
Upgrade previews now show absolute gain, percentage gain, and milestone effects.
Softened enemy HP and damage exponents to 0.56 and 0.34 while leaving reward curves unchanged.
Raised ordinary hunting credits/XP through a stronger logarithmic range premium without changing powerup density or core-drop frequency.
Enemy group burst-damage behavior was intentionally left unchanged.
v8.0023 — Torso Targeting Control
Standardized all player weapon target solutions at 65% of the enemy's visible height, measured from the model lower bound.
Applied the shared torso point to Kinetic AUTO and lead assistance, Scatter AUTO, Missile AUTO/homing, Prism Beam AUTO, target indicators, and the AUTO camera.
Added center-origin correction for flying drones.
Discarded legacy saved aim offsets that could resolve to zero and make AUTO fire strike terrain at enemy feet.
v8.0022 — Interface and Terrain Control
Reduced Scatter Repeater knockback to one mass-adjusted impulse per trigger so pellet hits no longer push strong enemies out of effective range.
Faded town grading through a broad natural boundary shoulder, sampled player support across the Titan footprint, and added a nearest-ring underside safeguard.
Preserved per-tab hangar scroll position across purchases, repeated upgrades, skill installation, refits, and selections.
Expanded and darkened the hangar UI; skill branches now use readable full-width rows and responsive node columns.
Corrected docked HUD hiding and made Tactical and Combat Log visibility consistent in compact desktop mode.
v8.0021 — Progression and Endurance
Levels now provide modest diminishing hull, shield, energy, cooling, regeneration, and weapon contributions shown separately from hardware upgrades.
Added a four-branch permanent skill tree with finite perks and endless diminishing Aegis, Arsenal, Reactor, and Fieldcraft masteries.
Doctrines are level-gated and free to switch; existing saves receive a one-time refund for doctrine skill costs.
Reduced common upgrade cost growth and added a range-sensitive hunting premium so player capability no longer falls as far behind regional threat.
Increased controlled ammunition recovery with selected-weapon and low-reserve bias plus Fieldcraft logistics perks.
Missiles now follow a terrain-sampled high arc and use a ground-target proximity fuse on uneven terrain.
Enemies, pickups, and consumed/defeated cell state persist as compact records out to ten times their render radius.
v8.0020 — Transit and Trajectory Control
Carrier cruise now transitions continuously into approach at 3.6 km; skipped flights remain dark until the 1.8 km reveal point.
Redeployment fare confirmation is now an in-game window.
Missiles use terrain-aware lofted guidance and prioritize direct target intersection over ground impact.
Stats now record total active play time and use it for income-per-minute telemetry.
Operation caches supply the selected weapon only; inherited surplus ammunition is compressed once.
Core-only refits are available directly on every weapon card.
v8.0019 — Resource Flow Control
Fixed the stale carrier-status update that could leave “Carrier clearing recovery zone” visible after the carrier record had already been removed.
Changed Kinetic predictive guidance into a labeled LEAD point, shortened target persistence, and suppresses it for stationary or nearly centered targets.
Removed walking and shot colliders from decorative crates, fences, utility boxes, barriers, cones, and open-world debris.
Corrected ammunition terminology: Kinetic Lance uses bullets and Scatter Repeater uses shells; existing saves migrate both reserves and fractional ammo debt.
Reduced Scatter tracer size to buckshot scale without removing its seven-projectile behavior.
Changed random ammo pickups to one deterministic ammunition type, reduced operation-cache quantities, and reduced random core frequency.
Removed core-to-ammo fabrication and added a core-only refit for the currently selected weapon.
v8.0018 — Unified Rebalance
Centralized one final complexity value and separate sublinear curves for enemy durability, damage, economic rewards, and core rewards.
Moved every economic reward source into unbanked field salvage; only completed extraction banks it, with 75% early-death and 40% normal-death retention.
Replaced operation windfalls with objective premiums, fast-clear and chain bonuses, and non-economic Signal Core mission objects.
Added endless level requirements, diminishing permanent-stat growth, increasing rank costs, and the high-cost AUTO conversion model.
Changed ammunition to fixed package sizes, fractional rank-based consumption, improved damage-per-ammo efficiency, and a non-accumulating hangar reserve floor.
Redesigned all four weapons around armor, shield, close-range, area, heat, energy, stagger, and accuracy roles.
Kept B extraction free; added exact R redeployment fares, three free campaign returns, departure-time charging, and free transport skipping.
Added shared local threat budgets, operation waves, rare Warlord roaming, a recommended-threat HUD indicator, and save-schema migration.
v8.0017 — Carrier Approach Control
Separated carrier transit into cruise, horizontal approach, destination hover, vertical descent, release, and departure stages.
Added a physical distance-based braking profile so full transport decelerates continuously without an uneven speed transition at the arrival boundary.
Rapid transit now resumes at a reasonable approach distance and 680m/s instead of appearing too close while retaining cruise speed.
Horizontal destination approach remains at cruiser height; altitude is reduced only after the carrier is centered and aligned above the drop point.
Field redeployment and base recovery now select the highest valid surface at the destination, including terrain, roads, hangar decks, and building roofs.
Added save persistence for approach stage, cruise altitude, landing-surface selection, hover position, descent start, and release state.
v8.0016 — Carrier Transit Reliability
Changed world streaming during transport to use measured carrier velocity rather than the carried Titan's intentionally zeroed movement velocity.
Added a fast-travel terrain mode with larger predictive lead, reduced clipmap job churn, and a dedicated terrain-update budget.
Kept static-world chunk generation looking ahead along the carrier's actual flight direction.
Changed rapid transit to a one-shot state and cleared the queued Space request before beginning the fade.
Recenters all terrain clipmap levels at the destination while the screen is black, before the final visible approach.
Migrates v8.0015 saves caught in a repeated fade cycle by marking an existing shortcut as already consumed.
v8.0015 — Carrier Recovery
Integrated the CRV-72 Retriever GLB as the visible extraction and redeployment carrier.
B now uses a seven-second carrier call: the aircraft appears after three seconds at render distance and about 200m altitude, approaches for three seconds, then hovers and aligns during the final second.
The carrier lowers its rear gripper, locks player controls, grips the Titan with an impact shake, lifts to transit altitude, turns toward the destination, and begins full-world flight.
R uses a five-second call with the carrier arriving from a stored random direction before returning the Titan to its last field recall point.
Space activates rapid transit: the screen fades to black, the gripped Titan and carrier move to destination render distance, then complete the same five-second approach and release sequence.
Players can remain aboard for the complete flight over the streamed deterministic world; enemies stop engaging during transport.
Weapons, movement, devices, and upgrades are locked while carried, but camera movement remains available within a 180-degree forward arc.
Carrier acceleration, braking, turning, pickup, release, and departure use visible pitch/roll response and Warlord-scale impact shake.
Carrier transport state is included in browser and portable saves so paused or interrupted recovery can resume.
v8.0014 — Consistency and Control
Changed operation reward scaling from the legacy square-root approximation to the full world-complexity multiplier.
Applied complexity and expedition-contract payout multipliers to Command Directive rewards, including immediate banked-payout reporting.
Recomputed restored and completed operation rewards so older cached tasks cannot retain obsolete payouts.
Applied full complexity to mission-structure durability, matching other enemy and field specifications.
Synchronized v8.0014 across the home page, Titan page, game runtime, metadata, world kit, textures, service worker, manifest, and save-key discovery.
Restored the maximized play viewport when a save is loaded directly into the Upgrade screen.
Made Esc resume directly from the pause screen and documented the control on-screen.
Added a dedicated Save to browser button while retaining portable Save file and Load file controls.
Corrected reward logs and pickup/kill notifications to show the actual post-contract amounts awarded.
v8.0013 — Enemy Motion Overhaul
Audited all seven enemy archetypes and rebuilt their animation ownership around complete hierarchical assemblies.
All foot pads, toes, ankle cores, lower/upper armor, pistons, hydraulics, and joints now follow the correct limb chain.
Hunter uses a dedicated four-stage digitigrade hip–knee–hock–ankle rig.
Tank, Artillery, and Bulwark use coherent diagonal quadruped gaits without static duplicate leg components.
Warlord, Strider, and Hunter arm assemblies now move from shoulder, elbow, and wrist pivots.
Tank and Artillery weapons are grouped into whole stabilized turret assemblies.
All ground enemy assets are normalized to a foot-contact origin; drones retain a rigid-airframe tilt with no wing flapping.
v8.0012 — Regional Routes
Separated inter-city route placement heading from Three.js render rotation, correcting the mirrored diagonal segments that formed ladder and card-deck patterns.
Preserved deterministic randomly angled regional roads and chunk-local route ownership.
Added a 96m town-edge exclusion band for city roads and intersections so the city grid does not extend across the steep terrain transition.
Applied the same town-boundary policy to street lights, traffic lights, and decorative vehicles.
Advanced deterministic static generation to revision 10; existing saves retain their world seed and regenerate the corrected layout.
v8.0011 — Field Systems
Clipped multi-kilometre inter-city road edges to each static chunk before segmentation, removing repeated ladder and diamond geometry.
Kept a small deterministic overlap at chunk boundaries so corrected road sections remain continuous.
Removed decorative vehicle records from the collision arrays.
Replaced four random grey wreck blocks with a compact collapsed chassis, torn armor plate, drive core, and an extra spar for bosses.
Raised Pulse Scan model rotation speed from 0.012 to 0.030 radians per rendered update.
Added the scanned target’s current weapon name and actual damage per shot to the right-hand tactical panel.
Advanced static generation revision to 9.
v8.0010 — Deterministic Urban Content
Added 21 globally instanced procedural vehicle models: three each for hatchbacks, sedans, SUVs, pickups, trucks, box trucks, and trailers.
Vehicle type, color, scale, direction, and placement state are reconstructed exclusively from the saved world seed and global chunk/road coordinates.
Vehicles can appear disabled in traffic lanes, parked on shoulders, or abandoned beside town and intercity roads.
Added deterministic crates, mailboxes, fences, barriers, utility boxes, debris, and road cones with district-aware placement.
Added full-footprint 3×3 building grounding and darker textured foundations extending below the lowest sampled terrain point.
Filtered near-duplicate parallel road offsets and duplicate intercity connectors before geometry construction.
Darkened fir, cedar, and pine variants while retaining selected lighter deciduous trees.
Advanced deterministic static-world generation revision to 8; existing saves retain their seed and regenerate the updated layout consistently.
v8.0009 — City Visual Fidelity
Fixed facade UV repetition by removing vertex-stage fract(), allowing RepeatWrapping to interpolate and repeat textures correctly across instanced building faces.
Applied the same correction to roof and road materials, eliminating blank white material sampling on common integer-scale instances.
Corrected rooftop triangle winding so all roof surfaces face upward and render with FrontSide materials.
Moved urban texture assets to a v8.0009-specific path to invalidate stale browser and Cloudflare cache entries.
Added deterministic procedural fallback textures for facades, roofs, roads, and intersections if an external texture request fails.
Retained the working traffic lights, street lights, tree models, terrain-draped roads, and v8 worker/instancing architecture.
v8.0006 — Urban Systems Restoration
Ported the v7.0057 facade generator into the v8 instanced renderer using physical floor and bay dimensions.
Window modules remain correctly scaled across short buildings and high-rises instead of stretching with the instance matrix.
Ported v7.0057 street-light pole, arm, and lamp proportions and restored its sparse two-per-road-strip placement.
Ported v7.0057 traffic-light housing, visor, bezels, and separate red/yellow/green lenses.
Restored the v7 downtown distribution model so high-rises are concentrated near city cores rather than filling every urban parcel.
Retains v8 global instancing, worker generation, terrain clipmaps, and current save compatibility.
v8.0002 — World Engine 8.1
Applied each GLB mesh node's world transform before extracting reusable geometry.
Validated finite positions and index ranges, normalized building dimensions, expanded indexed hard surfaces, and rebuilt flat face normals.
Corrected atlas orientation and added controlled emissive fill to keep static surfaces readable under the night sky.
Lifted instance colors to subtle tints instead of multiplying dark atlases by dark district colors.
Rejected non-finite transforms and clamped pathological instance scales before GPU upload.
Replaced one chunk-wide HLOD mass with simplified per-building instances in one global draw call.
Raised terrain clipmap resolution from 65 to 97 samples per side.
Made every clipmap level follow one predictive target while retaining level-specific texel snapping.
Offset each coarser ring's inner hole to the actual visible center of the next-finer level.
Added broad overlap bands and depth bias so adjacent LOD surfaces cannot expose moving cracks.
v8.0001 — World Engine 8
Replaced the per-chunk static scene graph with global instanced pools for buildings, roads, vegetation, props, vehicles, lights, crystals, and sector HLOD.
Added an offline world construction kit containing 18 project-generated GLB archetypes, five WebP atlas categories, and binary district templates.
Consolidated the static world around five shared material categories with deterministic per-instance color and transforms.
Added three presentation tiers: detailed global instances, sector HLOD, and a one-draw-call far skyline.
Replaced moving terrain reconstruction with five persistent viewer-centered clipmap grids driven by floating-point height textures.
Clipmaps now retain overlapping height samples and calculate only newly exposed rows and columns after movement.
Moved deterministic chunk evaluation to a module Web Worker using transferable typed arrays and a yielding fallback.
Replaced static object hierarchies with compact building, road, tree, prop, collider, and HLOD arrays.
Added incremental instance-slot allocation so streamed chunks update only affected GPU matrices rather than rebuilding all global pools.
Preserved v6/v7 save compatibility and advanced deterministic static generation to revision 4.
v7.0059 — World Engine
Separated broad world coverage from full-detail geometry: distant terrain and cities remain visible while detailed static chunks are concentrated near the player.
Added profile-aware exact-detail radii that scale conservatively instead of linearly with overkill draw distance.
Reduced full-detail static storage to the exact-detail working set rather than thousands of broad-coverage chunks.
Color-baked opaque roads, trim, foundations, props, and vegetation into shared vertex-colored material batches.
Converted trees from hundreds of individual animated roots into normal chunk-batched geometry.
Changed temporary city buildings to lit, per-district facade-matched colors and handed them off only when exact chunks are actually attached.
Bounded enemy and pickup simulation radii independently from broad graphical draw distance.
Reduced enemy procedural texture variants and static material-cache growth.
Added exact-detail and broad-coverage distances to the performance panel.
Deployment packages now omit QA files, historical release-note files, and development reports.
v7.0058 — Seamless World
Added an always-present 8.2km low-resolution terrain layer beneath the exact terrain, preventing exposed void during extreme-speed travel.
Double-buffered the safety terrain so partial rebuild rows are never displayed.
Made exact terrain target the predicted player position using current velocity and measured terrain-rebuild duration.
Added emergency exact-terrain catch-up before the player reaches the active terrain edge.
Added immediate seed-derived instanced city roads and buildings for full-detail chunks that are still queued.
Proxy city content disappears independently as each exact deterministic chunk completes.
Corrected static-stream priority so the current player area always outranks a perfect match at the speculative forward preload center.
Reduced emergency local chunk cooldown while retaining performance backpressure for noncritical distant generation.
Added performance telemetry for safety-terrain work and temporary urban coverage counts.
Retains all Urban Expansion road continuity, tactical display, Performance Core, persistence, terrain, structural, and combat improvements.
v7.0057 — Urban Expansion
Closed systematic road gaps at static-chunk boundaries by extending asphalt, shoulders, curbs, sidewalks, and lane markings through the complete chunk length.
Expanded intersection caps and added a lowered ring-road asphalt bridge beneath grid intersections, eliminating diagonal triangular holes.
Expanded city preload to the full urban cache radius and added a forward-looking preload zone extending in the player’s travel direction.
Increased adaptive chunk-construction throughput while retaining frame-overload and measured-build-cost backpressure.
Doubled the forced initial city preload from 12 to 24 chunks.
Changed road and building-foundation generation to reuse deterministic cached terrain heights, reducing urban construction cost.
Expanded the one-draw-call distant urban silhouette layer from 160 to 480 instances and increased its world coverage.
Raised the auto-fire tactical camera from 12 Hz desktop / 8 Hz touch to 24 Hz desktop / 15 Hz touch.
Raised the active minimap from 15 Hz to 30 Hz and the paused minimap from 10 Hz to 15 Hz.
Retains all Performance Core, persistent-world, structural-grounding, horizon, road-terrain, and combat improvements.
v7.0056 — Structural Grounding
Buildings now sample all four corners, four edge midpoints, and the center of their rotated footprint instead of using one center terrain height.
Building floors are placed at the highest footprint point and a deterministic concrete foundation extends to the lowest point, eliminating unsupported corners.
Applied the grounding system to normal city buildings, scaled industrial structures, and city towers.
Disabled incompatible planar contact shadows on foundation-grounded buildings.
Changed the far-terrain skirt from one global vertical anchor to 48 directional terrain-edge samples.
Reduced near-horizon descent so the distant world remains substantial while preserving downward curvature and avoiding a flat band.
Added Warlord-specific lower body, torso, command core, left/right shoulder, head, and crown hit volumes.
Unified crosshair, beam, hitscan, and projectile collision around the same Warlord body coverage.
Implemented allocation-free composite ray tests for normal frame-rate crosshair and beam processing.
v7.0055 — Curved Horizon
Identified the broad green/teal edge surface as the v7.0054 flat far-terrain underlay, not gameplay water.
Replaced the flat underlay with a custom downward-curved terrain skirt that overlaps the active terrain and falls rapidly below the visible horizon.
Anchored the skirt below the lowest sampled active-terrain edge, preventing it from crossing low valleys.
Moved the outer skirt boundary beyond the maximum camera far plane so its edge cannot become visible.
Identified the narrow blue-gray strip as the water disc extending beyond a lagging active terrain buffer during fast movement.
Constrained water movement so the entire water disc remains inside the currently visible terrain footprint.
Underwater tint now activates only while the camera is inside the contained water disc.
Retains all v7.0052 performance improvements and v7.0053 save-load correction.
v7.0054 — Horizon Overlap
Replaced the hollow far-horizon ring with a complete terrain underlay disc.
Aligned the distant underlay with the currently visible terrain buffer rather than the instantaneous player position.
Added additional radius scaling when extreme-speed movement creates unusually large terrain-buffer lag.
Eliminated the sky gap that could appear between the active terrain edge and distant surface while flying or moving rapidly.
Retains all v7.0052 performance architecture and v7.0053 save-load hotfix changes.
v7.0053 — Performance Core Hotfix
Restored the markDecorative() static-environment helper accidentally removed during the shared-facade performance refactor.
Fixed save restoration failing with “markDecorative is not defined” when loading city, road, prop, or base-hangar geometry.
Added a release regression test that verifies critical runtime helper declarations and declaration-before-use ordering.
Retains all v7.0052 collision, streaming, terrain-budget, batching, AI, and Long Animation Frame performance improvements.
v7.0052 — Performance Core
Replaced player, walkable-surface, and projectile collision scans over every static chunk with direct nearby-chunk and segment-bounds queries.
Precomputed static collider world/inverse transforms once after chunk batching, eliminating repeated matrix updates and inversions during movement and weapon ray tests.
Changed static streaming to construct only visible and near-prefetch chunks; the larger store radius now retains already-built chunks without continuously creating invisible city geometry.
Fixed a terrain scheduler condition that forced 10–24 terrain rows before honoring its time budget; terrain now yields when either the row or millisecond budget is reached.
Replaced allocation-heavy town/connector terrain profiles with scalar calculations and skipped inter-city searches inside city zones.
Reduced building material fragmentation with shared deterministic facade atlases and per-building UV scaling, allowing chunk batching to merge many more structures.
Cadenced enemy visibility/priority/minimap classification and shadows while keeping movement and combat responsive.
Removed repeated per-enemy terrain queries and temporary movement/aim vectors from the AI loop.
Added Long Animation Frame telemetry and temporary CPU backpressure for optional terrain/static work after browser-confirmed long frames.
Added dedicated architecture tests for collision locality, streaming scope, terrain budget enforcement, facade sharing, AI cadence, and compact town-road queries.
v7.0051 — Terrain Merge
Removed the separate triangular cut/fill ribbon meshes that produced bright wedges, overlaps, gaps, and mismatched colors around city and inter-city roads.
Road cuts and fills are now generated directly in the terrain mesh, so road-side slopes use the exact surrounding terrain color, normals, and depth.
Added adaptive cut/fill transition widths based on local road-grade elevation difference, targeting approximately 10–12 degree slopes instead of steep walls.
Added quintic transition smoothing with zero slope at the road and natural-terrain boundaries.
Reduced the physical road lift from 0.42m to 0.16m and thickened/lowered shoulders to bridge the remaining offset.
Raised the default terrain mesh resolution and added a 0.65–2.00x terrain-resolution control, up to 224×224 segments.
Added synchronous LZW compression for local browser saves, reducing long-run snapshots substantially before localStorage write.
Escape now verifies the exact saved session and revision by immediately reading and decoding the local snapshot before reporting success.
Added a visible pause-screen confirmation showing local-save revision and stored size, or an explicit failure warning.
Made the star field derive from the saved world seed and advanced static generation to revision 3.
Audited static environment generation: terrain, roads, buildings, trees, lights, traffic lights, vehicles, crates, fences, crystals, and ancillary props use world seed and absolute coordinates rather than ambient randomness.
Extended the camera and far-horizon range so high draw-distance settings are not clipped by the previous 5km camera limit.
v7.0050 — Roadworks
Replaced the fixed 12-second complete autosave with a player-selectable 1, 3, or 5 minute interval. Escape/pause and major state transitions still save immediately.
Raised road surfaces by a stable physical offset and made player ground collision follow the asphalt surface.
Road meshes are subdivided along a smooth engineering grade instead of using one flat plane per chunk.
Terrain now blends toward city and connector road grades through cut/fill transition bands, creating hill cuts and raised embankments rather than terrain penetrating the road.
Added broad camouflaged transition shoulders tying sidewalks and road edges into the surrounding landscape.
Increased city road density with smaller blocks and additional collector avenues while rebuilding parcel placement to keep urban blocks populated without duplicate buildings.
Added curved city ring-road geometry with terrain-conformed shoulders.
Added sparse deterministic multi-kilometer inter-city roads connecting actual town hubs with one maintained direction per segment.
Added inter-city road overlays to the minimap and road-state information to the mission HUD.
Added an 8% city-road and 12% inter-city-road cruise-speed bonus, making roads useful for expedition routing.
Added graphics-profile-aware road-detail distance and reduced connector search/build cost to offset the denser network.
v7.0049 — Persistent World
Added a synchronous full-save snapshot in local storage, backed by a previous-snapshot slot and a coalesced newest-only IndexedDB writer.
Save loading now compares local fallback, local backup, and IndexedDB snapshots and selects the newest revision rather than trusting whichever asynchronous write completed last.
Expanded saves to include player position, velocity, flight state, enemies, elite/operation ownership, pickups, mission-structure HP and scan state, active operations, exact completed-object keys, extraction/recall beacons, event timing, dynamic RNG state, logs, and campaign state.
Saved world seed and deterministic coordinate generation recreate the same terrain, cities, buildings, trees, crystals, crates, roads, vehicles, roadside props, and event anchors.
Escape now forces a complete synchronous browser save. A complete world snapshot is also scheduled every 12 seconds regardless of dirty flags.
Added immediate saves for operation completion, extraction/recall activation and completion, death rebuilds, upgrades, manual save, page hide, and browser unload.
Operation enemies, guards, structures, scans, and pickups now retain exact destroyed/completed state across reloads.
Removed fine asphalt textures and road-wear decals from detailed road geometry. Distant road detail is hidden behind hysteretic LOD while stable terrain road coloration remains visible.
v7.0048 — Combat & Momentum
Replaced volatile high-frequency road surfacing with dedicated stable asphalt and shoulder materials; increased physical layer separation to reduce movement-related shimmer.
Rebuilt traffic-light heads with separate bezels and projected lenses; corrected lens height so the red signal remains inside the housing.
Added four deterministic elite machine affixes: Armored, Overcharged, Relentless, and Phasebound, each with distinct durability, damage, mobility, reward, and visual signatures.
Added three UTC-daily Command Directives selected deterministically from combat, elite, operation, pickup, fast-clear, and extraction goals.
Added operation momentum: consecutive operations before extraction increase rewards by 5% each, capped at 35%.
Added Purge Hunter Swarm and Intercept Armor Column operations with marked combat targets and tactical routing.
Added directive, elite, and momentum persistence, hangar intelligence, statistics, HUD summaries, and immediate banked directive rewards.
Corrected an operation-reward bug that applied expedition reward modifiers twice.
v7.0047 — Foundation
Added adaptive render resolution with selectable frame-rate target and hysteresis.
Moved streaming, targeting, world events, minimap, UI, and housekeeping to explicit update rates.
Deferred dirty-state autosaves to idle time and reduced routine save frequency.
Reworked the circular terrain mapping to remove collapsed edge geometry and improved terrain catch-up while moving quickly.
Raised road surfaces from sampled terrain maxima to prevent terrain from covering road details.