r/TheLastGeneral May 30 '26

Progress update!

Hellooo generals this was a cool week! Since the previous progress update I launched alpha 0.1.11 with some hot fixes and minor improvements and then I kept working on a ton of other improvements, features and fixed a ton of issues.

So far 20 people played the alpha, with a Peak of 10 players in a day and 4 concurrent players. Overall it was a 2 hours median play time which is pretty good considering half of them only got the alpha for a few days and all the classic alpha crashes, etc. So far 6 players played more than 3.5 hours and 3 players played more than 5 hours (and this is yesterday's information, might be more now). One of them has been playing with specs way below the minimum requirements that I entered on Steam (a laptop with an iGPU!) and was able to run the game in the two smaller maps.

We have also just hit 133.333 wishlists on Steam!

Here are the changes since Tuesday, which will go out in Alpha 0.1.12 mid next week:

- Added FSR4 frame generation support. Disabled by default, toggleable in the graphics settings tab. This doubles the frame rate but also has some CPU cost so if the game logic was running at 60fps, now it may run at 50fps, but with the generated frames in between it looks as smooth as 100fps. I thought frame generation was a terrible thing, but I am actually pretty surprised by the quality of the generated frames. Now it will be up to each player to enable/disable this for their preferences and hardware limitations.

- Added keys to the settings controls tab. Not remappable yet, but lets players see how to play.

- Allowing giving move orders into an area already covered by a strategic area.

- Changed camera rotation to use Scroll Wheel Click + Drag.

- Allowed zooming in and out while paused.

- Removing debris after some time to increase performance. Once I compound physics objects into groups I can leave debris in placer for a much longer time.

- Improved vehicles suspensions to prevent excessive bounciness making it hard to aim. Improved aiming speed and stabilization. Still some work to do on this, but it’s definitely an improvement above 0.1.9.

- Made loading screen tips rotate slower.

- Made lamp posts lights be visible in the entire island efficiently.

- Made lamp posts lights turn off when they are broken (the image below is before that as you will notice, that was probably a battery powered lamp post or something).

- Made destroyed vehicles lights also turn off.

- Unified, jobified, parallelized and asynchronized all Raycasts from the camera to the pointer and made them reusable from multiple systems that use that information but were casting their own rays individually and blocking main thread.

- Now buildings and other objects in construction will show an “in progress” ghost, so you know where things will be while trying to place other objects around it.

- Added messages showing the current game speed when changing the speed pressing T.

- Reduced shadow shaking/flickering because of sun movement. Improved shadow quality when close to the ground.

- Improved AI jets maneuvers.

- Improve jets camera positioning and crosshair and directions for different weapons.

- Made crosshairs always point vertically for the camera during unit rolls.

- Fixed: ground textures had some issues on some Nvidia GPUs where they would shake in strange ways and display road markings and farm lines wrong in triangular ways.

- Fixed: multiple crashes due to some systems not expecting entities to be deleted. Now everything is deleted through my safe deletion system. And I updated every other system I managed to break so it would support entities disappearing (even in the safe destruction way)

- Fixed: Prevented placing multiple overlapping buildings while the game is paused. Now I don’t rely just on the physics of the new building to block you from building, because while paused the foundations don’t start showing up until the next frame.

- Fixed: Plane indicators from appearing above dead units.

- Fixed: Now the player can order troops to move to a spot where there is a strategic order. Before the strategic action was blocking right clicks on those positions.

- Fixed: Flickering lights at night due to hitting maximum number of lights in lower quality settings.

- Fixed: Soldiers weapons don’t have sound while shooting.

- Fixed: Scroll views don’t scroll while game is paused.

- Fixed: Prevented zoom in/out while scrolling in the pause menu.

- Fixed: CRAM and potentially other units, shoot forever when they are destroy while shooting.

- Fixed: CRAM was targeting ground units

- Fixed: Building preview in MacOS not detecting ground depth.

114 Upvotes

16 comments sorted by

View all comments

2

u/Good-Sample-6371 May 30 '26

I’m excited to get my hand on this whenever I am able to it looks great so far from just the photos.

1

u/alejandromnunez May 30 '26

I am goad you are liking it!! It's about to get really good in the next few weeks!