Holosim v1.2.28 Release | Minor Announcement: Star Atlas News

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Holosim v1.2.28 Release

Included updates and fixes //

  • Combat actions are now registered immediately and are represented by “lasers” .
  • Combat view now arranges enemy fleets by faction — ONI fills the top-left, Ustur the top-right, MUD the bottom-center — for an at-a-glance read of the battlefield
  • Your own fleets sit on the inner side of your faction’s corner with same-faction allies on the outer half
  • Added a refresh button (↻) next to the zoom controls in the command view — re-spreads fleets evenly across the sector when they’ve bunched up after ships have entered and left
  • Combat animations are more reliable in dense battles — increased the visual effect budgets so simultaneous lasers, missiles, and impacts no longer get silently dropped during heavy fighting
  • Lasers from cross-sector attackers (ships shooting in from outside the sector you’re viewing) now render as incoming streaks from the edge of the screen instead of vanishing
  • Fixed lasers that appeared to fire from empty space — beam endpoints now track their fleet sprites every frame and fall back to the last known position when a ship leaves the sector mid-shot
  • Added behind-the-scenes diagnostics for dropped volleys and exhausted effect pools to help tune future combat reliability work
  • Better sorting of fleets in the sector view (organized by player, then sorted alphabetically)

Discord message link – https://discord.com/channels/789226204980707409/1088509395933085779/1504582141445668975

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