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Unreal Engine 5.8 Migration and Optimization Work

Hello, Animas.

In this update, we migrated the game’s foundation from Unreal Engine 5.3 to Unreal Engine 5.8, and carried out overall performance and optimization work.

In particular, we reviewed the processing methods for graphics effects and rendering-related elements in order to help reduce GPU load in situations where many effects and units are processed simultaneously during combat.

Since this was a major engine version change, we also reviewed graphics effects, combat processing, and the overall system structure, and adjusted multiple areas to help provide a more stable play environment.

You can find the main details of this update below.

Update Details

Unreal Engine 5.8 Migration

  • We migrated the game’s development foundation from Unreal Engine 5.3 to Unreal Engine 5.8.

  • Through this migration, we reviewed rendering, processing structure, and system stability overall to align with the latest engine environment.

Graphics Effect Optimization Work

  • To reduce the load in situations where many effects occur simultaneously during combat, we reviewed and optimized the processing methods for particles, smoke, and fog effects.

  • We adjusted these elements so that combat flow can remain as stable as possible even when many effects are displayed on screen.

Unit Count Adjustments

  • We made partial adjustments to the number of units appearing during combat and how they are processed.

  • These adjustments were made to prevent excessive load from being concentrated in certain situations, while maintaining gameplay density and the feel of combat.

Material Optimization Work

  • We reviewed and optimized the processing methods for some materials.

  • Some structures were adjusted to reduce rendering cost while preserving visual quality as much as possible.

System Optimization Work

  • We reviewed the overall system processing structure of the game and carried out optimization work.

  • Across several areas, including combat, effects, unit processing, and resource management, we applied changes intended to reduce unnecessary load.

Primary Weapon Balance Adjustments

  • Anti-Tank Gun

    • Damage: 200 → 400

    • Effective Radius: 0 → 13

    • The Anti-Tank Gun previously had its explosion effect removed due to an issue that occurred when Armor Piercing damage and splash damage were applied at the same time. In this update, we have fixed that issue and re-added the explosion effect, allowing it to deal splash damage while keeping its Armor Piercing property.

Sub Weapon Balance Adjustments

  • Auto Turret

    • Durability: 80 → 100

    • Rotation Speed: 180 → 250

Compatibility

  • Improved compatibility with older Windows installations.

  • If the game fails to launch on Windows 10, please make sure your system is updated to Version 22H2 (Build 19045) or later.

Bug Fixes

  • Fixed an issue where, when firing immediately after a sharp turn, shots could miss due to a delay in the actual hit calculation even if the reticle was accurately positioned on the enemy.

  • Fixed an issue where, if Aerial’s Primary Weapon was set to Auto Mode and Aerial switched to Flight Mode without fully consuming its ammo, the stowed weapon would not reload properly.

  • Fixed an issue in Maginot Line on Hard difficulty where allied support fighters attacked the player instead of enemies.

This update focused less on adding new content and more on preparing the foundation for future updates and a more stable play environment.

Please note, however, that the noticeable difference may vary depending on your play environment, hardware specifications, and combat situation, and it may be difficult to guarantee the same level of performance improvement across all environments.

If our future development schedule allows, we will also consider unit resource optimization as part of our efforts to create a smoother combat environment.

Thank you always for playing and for sending us your valuable feedback.