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NULLFRONT 0.6.0 — A Living Frontier
NULLFRONT 0.6.0 — A Living Frontier
The visual overhaul now covers all 47 roster types, including all 23 buildings. Concord's industrial armor, Bloom's living structures, and Lumen's ceramic-and-metal architecture have distinct detailed silhouettes and physically based materials.
- 36 new original models: 34 roster replacements and two environment models for basalt formations and ancient ruins. Decorative crystal scenery reuses the new resource-crystal model.
- Four newly rigged units—Sporeling, Spitter, Broodling, and Luminar—with 20 matching idle, walk, run, attack, and death clips.
- Separate worker tools, aircraft wings, and defensive turret assemblies support visible work, flight, and aiming motion.
- Revised battlefield lighting and material response, with clearer team lights and hit flashes.
- Smoke, fire, dust, and impact effects use textured density sprites, with revised weapon-origin placement and attack timing.
- Detailed rock, crystal, and ruined architectural scenery replaces remaining simple decorative forms.
Heavy attacks now have readable, cancelable wind-ups; fast units can sidestep the Luminar’s committed beam lane. Target acquisition includes legal edge-range hits, dead targets are replaced promptly, and AI regrouping respects units already fighting. Bracing, recoil, hit reactions, distinct flight motion, settled wreckage, prioritized impact lighting, and a more responsive audio mix strengthen battle feedback.
The control pass removes the 60-unit selection limit, makes F1 cycle through idle workers, keeps failed ability targeting available for correction, and lets manual camera movement or zoom suspend automatic cinematic framing.
A performance pass adds a Balanced default and four saved graphics profiles with a 60 fps frame limit. Dynamic lighting updates have bounded per-frame budgets. Effects update instance data without rebuilding their render state, mobile units avoid costly indirect-light captures while retaining received lighting and direct shadows, and invisible fallback models are no longer instantiated. Repeated AI/pathfinding work is reduced; recorded combat audio streams in bounded chunks with equivalent samples.
The four-chapter Quiet Meridian campaign, opening cinematic, skirmish modes, map objectives, and existing controls remain part of the game. This is an original single-player RTS for Apple Silicon Macs running macOS 14 or later.
Models, textures, animations, and the pre-rendered opening use generated media. The opening cinematic is not gameplay footage. Gameplay runs locally and requires no service account or internet connection.
This release uses an ad-hoc signature and is not Apple-notarized.