Development log

Titan Defense releases

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.
  • Added movement-direction chunk priority, speed-dependent build cadence, overload backpressure, and urgent-nearby exceptions.
  • 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.
  • Added target-frame-aware terrain budgets, speed-aware recenter intervals, 2m motion-height caching, and bilinearly cached low-frequency road grades.
  • 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.
  • Added Extreme graphics profile and expanded draw distance, render scale, terrain resolution, brightness, contrast, saturation, exposure, HUD scale, and adaptive-FPS ranges.
  • 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.
  • Added compact HUD defaults, HUD scale/opacity/density controls, combat-log visibility, and first-sortie guidance.
  • Rebuilt the 44QS home/catalog experience, added search/filter, field guide, changelog, manifest, caching policy, and release QA scripts.

v7.0046 — Combat log

  • Added event-based combat log for kills, pickups, operation rewards, player losses, extraction, and field return.
  • Added graphics settings to the start/pause screen.