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GAME UPDATES

Update history

The latest changes and English summaries of archived releases. Historical entries describe their original release, not current game behaviour.

0.0.1 · 2026-10-08

GedasTankai Beta 0.0.1 · update 203

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-08

Overdrive visibility and battle chat layout

Publish server-confirmed overdrive activations to other HTML players and separate desktop battle chat from the overdrive indicator.

Battle visuals

  • Publish the authoritative overdrive activation timestamp on full snapshots and movement packets, including the WebSocket movement signature.
  • Render the recovered Dictator effect for local and remote tanks from server state rather than from a local Shift response.
  • Deduplicate repeated packets and avoid replaying expired effects on late joins. Keep original effect dimensions and timings unchanged.

Desktop HUD

  • Use the recovered Flash BattleChat input bottom offset of 130 pixels and retain the 30-pixel input space while chat is closed.
  • Keep desktop chat clear of the overdrive indicator in narrow windows without moving the mobile overdrive control.
0.0.1 · 2026-10-08

GedasTankai Beta 0.0.1 · update 201

Updated areas: website and menus, game infrastructure, battles and physics.

AUTOMATIC CHANGE SUMMARY

  • Website and menus: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Battles and physics: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-08

HTTPS proxy origin handling

Configure the production HTML service to recognize the canonical HTTPS origin behind the reverse proxy while retaining cross-origin request rejection.

Public session verification

  • Allow the HTML runtime to trust forwarded HTTPS metadata for the explicitly allowed ironrift.online hostname.
  • Verify public HTTPS registration, authenticated account access, battle admission, a ticket-authenticated WSS snapshot and logout with a separate QA account.
  • Keep the QA account separate from migrated accounts and do not publish test credentials.

Website and HTML launcher

  • Use the supplied IronRift Online wordmark and IR emblem in the website and HTML launcher headers.
  • Use the supplied cinematic wallpaper for website and HTML launcher backgrounds and the supplied square icon for browser and Apple icon metadata.
  • Retain the supplied image dimensions and original transparency; keep the brand guide as a reference rather than a page background.
  • Update current page titles, account screens, community text, shop help and in-game project labels to IronRift.

Compatibility

  • Update garage description sources and the imported catalog without changing item IDs, prices, gameplay parameters or purchase terms.
  • Update backend lobby branding and the descriptive temporary-balance label only; keep balance profile IDs unchanged.
  • Keep existing browser storage keys, mobile event identifiers, internal services and scripts unchanged. Preserve historical update entries and legacy launcher download compatibility.
  • Activate the IronRift-branded build after checking battle activity and preserve an offline account database snapshot.
  • Enable public HTTPS for ironrift.online and redirect HTTP and the www hostname to the canonical HTTPS address.
  • Keep backend and HTML service ports behind the firewall; expose only SSH and HTTP/HTTPS TCP ports.
  • Verify production pages and assets, migrated account count, private-tool blocking, request size limits and rejection of unauthorized WebSocket upgrades. Authenticated gameplay over WSS has not yet been verified.
0.0.1 · 2026-10-08

IronRift Online public HTTPS deployment

Deploy the IronRift-branded build with migrated accounts and enable public HTTPS access through a restricted reverse proxy.

Website and HTML launcher

  • Use the supplied IronRift Online wordmark and IR emblem in the website and HTML launcher headers.
  • Use the supplied cinematic wallpaper for website and HTML launcher backgrounds and the supplied square icon for browser and Apple icon metadata.
  • Retain the supplied image dimensions and original transparency; keep the brand guide as a reference rather than a page background.
  • Update current page titles, account screens, community text, shop help and in-game project labels to IronRift.

Compatibility

  • Update garage description sources and the imported catalog without changing item IDs, prices, gameplay parameters or purchase terms.
  • Update backend lobby branding and the descriptive temporary-balance label only; keep balance profile IDs unchanged.
  • Keep existing browser storage keys, mobile event identifiers, internal services and scripts unchanged. Preserve historical update entries and legacy launcher download compatibility.
  • Activate the IronRift-branded build after checking battle activity and preserve an offline account database snapshot.
  • Enable public HTTPS for ironrift.online and redirect HTTP and the www hostname to the canonical HTTPS address.
  • Keep backend and HTML service ports behind the firewall; expose only SSH and HTTP/HTTPS TCP ports.
  • Verify production pages and assets, migrated account count, private-tool blocking, request size limits and rejection of unauthorized WebSocket upgrades. Authenticated gameplay over WSS has not yet been verified.
0.0.1 · 2026-10-08

GedasTankai Beta 0.0.1 · update 198

Updated areas: game infrastructure, website and menus.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Website and menus: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-08

IronRift Online branding

Introduce owner-supplied IronRift artwork and update current player-facing project names without renaming stored browser profiles or internal service identifiers.

Website and HTML launcher

  • Use the supplied IronRift Online wordmark and IR emblem in the website and HTML launcher headers.
  • Use the supplied cinematic wallpaper for website and HTML launcher backgrounds and the supplied square icon for browser and Apple icon metadata.
  • Retain the supplied image dimensions and original transparency; keep the brand guide as a reference rather than a page background.
  • Update current page titles, account screens, community text, shop help and in-game project labels to IronRift.

Compatibility

  • Update garage description sources and the imported catalog without changing item IDs, prices, gameplay parameters or purchase terms.
  • Update backend lobby branding and the descriptive temporary-balance label only; keep balance profile IDs unchanged.
  • Keep existing browser storage keys, mobile event identifiers, internal services and scripts unchanged. Preserve historical update entries and legacy launcher download compatibility.
  • No public DNS or HTTPS/WSS activation is included in this branding update.
0.0.1 · 2026-10-07

Ubuntu VPS staging and Node production startup

Deploy and verify a private Ubuntu Beta instance, migrate the account database, and separate Node production builds from optional Cloudflare Worker builds. Public HTTPS/WSS validation is still pending.

HTML production startup

  • Use the Node production target by default; load the Cloudflare build plugin only when GEDASTANKAI_BUILD_TARGET=cloudflare is explicitly selected.
  • Run npm start through the loopback-bound vinext production server and retain a separate start:cloudflare command.

Linux deployment preparation

  • Add an allowlisted VPS archive builder that rejects environment files, database files, logs, private keys and linked inputs.
  • Add Ubuntu provisioning for Linux Java 17, checksum-verified Node 22, a dedicated non-login service account and an SSH-only incoming firewall policy.
  • Add systemd service definitions with loopback HTTP services, separate persistent account storage and disabled administrative test purchases.
  • Add initial loopback-only Caddy proxy installation and private staging guidance. Place private-tool blocks before the fallback route so laboratory pages are not exposed.
  • Add guarded daily offline account snapshots. Defer backups when humans are fighting or battle activity cannot be verified; preserve snapshots without automatic deletion.

Validation status

  • Verify Linux startup and the migrated six-account database, 175 maps, 357 garage entries, production page assets, private-route blocking, request-size limits and invalid stream-ticket rejection through the private proxy.
  • Verify an offline account snapshot and service recovery. Public DNS, HTTPS certificates, authenticated WSS and full browser gameplay validation remain pending.
  • Server-authoritative movement validation and remaining upstream dependency advisories are not declared fixed. Numeric version remains Beta 0.0.1.
0.0.1 · 2026-10-07

Ubuntu VPS staging and Node production startup

Prepare private Linux deployment files and separate Node production builds from optional Cloudflare Worker builds. Public deployment validation is still pending.

HTML production startup

  • Use the Node production target by default; load the Cloudflare build plugin only when GEDASTANKAI_BUILD_TARGET=cloudflare is explicitly selected.
  • Run npm start through the loopback-bound vinext production server and retain a separate start:cloudflare command.

Linux deployment preparation

  • Add an allowlisted VPS archive builder that rejects environment files, database files, logs, private keys and linked inputs.
  • Add Ubuntu provisioning for Linux Java 17, checksum-verified Node 22, a dedicated non-login service account and an SSH-only incoming firewall policy.
  • Add systemd service definitions with loopback HTTP services, separate persistent account storage and disabled administrative test purchases.
  • Add initial loopback-only Caddy proxy installation and private staging guidance.

Validation status

  • Linux game startup, account migration and public HTTPS/WSS validation remain pending at the time these deployment files are prepared.
  • Server-authoritative movement validation and remaining upstream dependency advisories are not declared fixed. Numeric version remains Beta 0.0.1.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 194

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 193

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

Security hardening preparation

Harden HTML API requests, saved login, battle connection credentials and public resource policy. Prepare loopback-only services and local HTTPS access; public hosting is not yet approved.

Account and API security

  • Limit HTML proxy and Java API bodies to 64 KiB, including chunked bodies; limit incoming battle WebSocket frames to 8 KiB and add frame request budgets.
  • Add independent IP/account login attempt budgets and registration budgets which do not reset on successful requests. Password changes invalidate existing access sessions and saved login credentials.
  • Store HTML saved-login credentials in HttpOnly, SameSite=Strict cookies, adding Secure on HTTPS. Browser storage keeps account handles only; previous plaintext saved credentials are removed and require a new password login.
  • Replace long-lived access tokens in battle WebSocket URLs with single-use, battle-bound tickets valid for ten seconds.
  • Require successful battle admission before issuing connection tickets or creating HTML combat tanks from state updates.
  • Add security response headers, reject cross-origin API mutations and invalid proxy path segments, and bound upstream proxy request duration.

Hosting preparation and remaining limitations

  • Update Vite, vinext, React/RSC and affected development dependencies. Remaining upstream high-severity advisories are not declared fixed.
  • Default API, resource and production HTML services to loopback. Restrict resource filenames and extensions, reject backup files and resolved-path escapes, disable the catch-all asset directory and default legacy upstream HTTP downloads to off.
  • Prepare a private-network Caddy HTTPS/WSS configuration with local certificates and a launcher. Certificate trust, proxy installation and firewall/router deployment have not been performed.
  • Do not expose the workspace, databases, logs, private keys or internal service ports. Authoritative player movement validation and compatible fixes for remaining upstream dependency advisories remain release blockers.
  • This update is security preparation, not a public-hosting certification or a completed live deployment. Numeric version remains Beta 0.0.1.
0.0.1 · 2026-10-07

Security hardening preparation

Harden HTML API requests, saved login, battle connection credentials and public resource policy. Prepare loopback-only services and local HTTPS access; public hosting is not yet approved.

Account and API security

  • Limit HTML proxy and Java API bodies to 64 KiB, including chunked bodies; limit incoming battle WebSocket frames to 8 KiB and add frame request budgets.
  • Add independent IP/account login attempt budgets and registration budgets which do not reset on successful requests. Password changes invalidate existing access sessions and saved login credentials.
  • Store HTML saved-login credentials in HttpOnly, SameSite=Strict cookies, adding Secure on HTTPS. Browser storage keeps account handles only; previous plaintext saved credentials are removed and require a new password login.
  • Replace long-lived access tokens in battle WebSocket URLs with single-use, battle-bound tickets valid for ten seconds.
  • Add security response headers, reject cross-origin API mutations and invalid proxy path segments, and bound upstream proxy request duration.

Hosting preparation and remaining limitations

  • Update Vite, vinext, React/RSC and affected development dependencies. Remaining upstream high-severity advisories are not declared fixed.
  • Default API, resource and production HTML services to loopback. Restrict resource filenames and extensions, reject backup files and resolved-path escapes, disable the catch-all asset directory and default legacy upstream HTTP downloads to off.
  • Prepare a private-network Caddy HTTPS/WSS configuration with local certificates and a launcher. Certificate trust, proxy installation and firewall/router deployment have not been performed.
  • Do not expose the workspace, databases, logs, private keys or internal service ports. Authoritative player movement validation and compatible fixes for remaining upstream dependency advisories remain release blockers.
  • This update is security preparation, not a public-hosting certification or a completed live deployment. Numeric version remains Beta 0.0.1.
0.0.1 · 2026-10-07

Historical Juggernaut movement profiles

Apply the approved M0–M3 to Mk1/Mk3/Mk5/Mk7 mapping to development Juggernaut movement and turret rotation. Custom damage and map-capacity health are unchanged; public Juggernaut and server rocket execution remain disabled.

Juggernaut development

  • Select historical 2020 hull speeds of 16, 16.53, 17 and 17.53 m/s for battle tiers M0, M1, M2 and M3. M3 selects Mk7, not Mk7+.
  • Apply published hull mass, acceleration, reverse and lateral acceleration, turning speed and angular accelerations; convert degrees to radians for existing native physics interfaces.
  • Apply 100 degrees per second turret rotation and 100 degrees per second squared turret acceleration to battle-only Terminator metadata without changing garage items.
  • Record tier-mapped historical rocket timings and motion constants without enabling rocket execution. Preserve inconsistent Mk3/Mk7 rail timing rows explicitly instead of guessing a resolution.
  • Add profile and lifecycle regression coverage for tier mapping, native unit conversions, preserved donor fields and unchanged custom health.
  • Damping, power, impact force, recoil and active weapon timing still use explicitly temporary donor values. Historical splash execution and complete dual-weapon timing remain pending. This is not a complete 1:1 recreation. No live restart or deployment is included.
0.0.1 · 2026-10-07

Juggernaut rocket event audio

Connect recovered original rocket shot and impact sound pairs to confirmed events in the HTML development renderer. Server rocket execution and public Juggernaut remain disabled.

Juggernaut development

  • Import and verify five original Terminator sound resources from the pinned CyberTank Z revision; the staged asset catalogue now contains 34 verified files.
  • Play the original alternating shot/hit pairs from confirmed rocket launch/impact callbacks, using native muzzle/impact coordinates, volumes 0.8/0.85 and camera-listener attenuation parameters 1000/5000/5.
  • Cancelled rockets do not emit hit audio. Existing snapshot deduplication prevents repeated launch sounds. No audio or visual callback requests or applies combat damage.
  • Add regression tests for all six barrel sound selections, invalid barrels, recovered source constants and runtime event wiring. All 57 Juggernaut HTML tests and TypeScript checking pass.
  • The aiming-loop resource is staged but not played without authoritative aiming state. Server rocket execution, original server balance, splash damage, decal, explosion light, soft-particle attenuation and embedded rocket body remain pending. Public Juggernaut remains disabled; no live restart or deployment is included.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 188

Updated areas: weapons.

AUTOMATIC CHANGE SUMMARY

  • Weapons: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

Juggernaut rocket explosion sprite

Connect the recovered original rocket explosion atlas to confirmed visual rocket impacts in the HTML development renderer. Rocket combat and public Juggernaut are not enabled.

Juggernaut development

  • Render the original 32-frame, 256-pixel-cell explosion atlas at 30 frames per second with the recovered 700-unit sprite size and 110-unit camera-facing offset.
  • Use one animation loop, original rotation range and normal blending. Dispose individual atlas textures and sprites when their animation ends or the battle renderer is disposed.
  • Do not create explosions for cancelled rockets or substitute missing original textures. The visual effect cannot request or apply combat damage.
  • Add regression tests for atlas layout, frame timing, camera offset and the impact-only integration contract.
  • Rocket launch/impact execution, splash damage, audio, decal, explosion light, soft-particle attenuation and embedded rocket body remain pending. Public Juggernaut remains disabled; no live restart or deployment is included.
0.0.1 · 2026-10-07

Custom Juggernaut direct rocket balance

Configure owner-approved fixed rocket damage for each frozen battle-rank profile: base Mammoth survives five direct hits with Double Armor and is destroyed by the sixth, while base Wasp is destroyed by the third. Rocket combat is not enabled yet.

Juggernaut development

  • Calculate one direct rocket damage value per M tier from base Mammoth armor, using twice its HP divided by 5.5. All six rockets share that value; the sixth has no special damage bonus.
  • Store rocket damage alongside the immutable battle rail profile and replace donor random damage in the separate Terminator rocket metadata.
  • Do not inherit Striker splash or range weakening. These impact parameters remain undecided and rocket launch/impact execution is still disconnected.
  • Test all rank ceilings against base Mammoth and Wasp hit counts with and without Double Armor; verify profile freezing, invalid armor rejection and absence of donor damage modifiers. Micro-upgraded hulls can have different hit counts.
  • This is custom Beta balance, not original CyberTank Z statistics. Rail behavior is unchanged. Public Juggernaut remains disabled; no live deployment or restart is included.
0.0.1 · 2026-10-07

Server-side Terminator multi-ray targeting

Connect the Flash non-team multi-ray selection algorithm to the development Terminator rail adapter using owner-selected wtanks aiming parameters. The custom rank-scaled rail damage is unchanged; this is not verified CyberTank Z server balance.

Juggernaut development

  • Replace the straight-bore rail selector with 56 upward rays, 81 downward rays and a central ray using the exact rounded wtanks angle values.
  • Select by penetrating-hit effectiveness, then the recovered Flash distance and angle priority. Fall back to the central ray when no living target contributes effectiveness.
  • Use server-owned tank geometry and static wall intersections. Dead collision bodies contribute no effectiveness but still consume penetration before subsequent hits.
  • Add direction-count, angle, selection-priority, dead-body and invalid-input tests; extend the server shot regression to hit an elevated target missed by the central ray and preserve wall blocking.
  • Custom rank-scaled rail damage, driving, rail timing and rocket parameters are unchanged. Public Juggernaut remains disabled; no live deployment or restart is included.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 184

Updated areas: battles and physics.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

Custom rank-scaled Juggernaut rail balance

Replace donor rail damage in the development Juggernaut adapter with an owner-approved battle-rank profile calculated from standard hull armor and existing upgrade endpoints. This is custom Beta balance, not original CyberTank Z statistics.

Juggernaut development

  • Select a shared rail profile from the highest standard hull tier unlocked at the battle maximum rank and freeze it at first boss preparation.
  • Calculate fixed direct rail damage above the selected tier's standard hull upgrade armor endpoints but below the Double Armor survival threshold of base Titan and Mammoth hulls.
  • Ignore source Double Damage for this final-power rail profile while preserving target Double Armor, penetration and existing damage safeguards. Lower-tier heavy hulls do not receive a survival guarantee.
  • Add real-catalogue rank, upgrade and feasibility tests plus regressions for frozen profiles and single application of armor and damage supply effects.
  • Boss HP-by-map-capacity, driving, rail timing and rocket parameters are unchanged. Public Juggernaut remains disabled; no live deployment or restart is included.
0.0.1 · 2026-10-07

Recovered Terminator salvo orchestration

Add an internally tested server-side salvo coordinator based on the CyberTank Z Flash implementation. Live rocket firing and public Juggernaut activation remain blocked by missing original targeting and damage parameters.

Juggernaut development

  • Compose the server-clock shot gate with panel-completion admission, first-target acquisition and membership-based target-lock visibility.
  • Preserve paused charging and strict lost-target grace, six spaced rocket permits and completion after trigger release once a salvo has started.
  • Capture immutable launch-time target incarnations, local hit points and world positions for future deferred impact processing, without introducing Striker splash damage.
  • Add regression tests for panel admission, target ordering, incarnation changes, grace expiry, trigger release, frame stalls, invalid geometry and immutable launch data.
  • The coordinator is not wired to live firing. Original multi-ray parameters and server damage remain required; public Juggernaut stays disabled. No live deployment or restart is included.
0.0.1 · 2026-10-07

Terminator rocket snapshot and trail integration

Connect the recovered rocket motion module to the HTML snapshot visual loop, original flame and smoke textures, and an output-only server launch schema. Launch production and public Juggernaut activation remain pending.

Juggernaut development

  • Add an output-only rocket launch array to both server snapshot forms and corresponding HTML types. The server does not produce rocket launches yet.
  • Connect snapshot events to original rocket motion and the shared visual loop, including spectators, native static collision queries and incarnation-specific target tracking.
  • Render eight original flame sprites and smoke trails with recovered sizes, timing and fade rates. Confirmed launches invoke original barrel recoil; no unverified rocket body is substituted.
  • Deduplicate launch arrays and cancel visuals on owner death, role loss, incarnation replacement and scene disposal. Visual callbacks never request damage.
  • Add snapshot and lifecycle regression tests. Original embedded rocket mesh, explosion/audio, server target selection, launch production and damage remain pending. Public Juggernaut stays disabled. No live deployment or restart is included.
0.0.1 · 2026-10-07

Original Terminator rocket motion development module

Port and test recovered CyberTank Z rocket motion independently of server damage and live rendering. Public Juggernaut activation remains blocked.

Juggernaut development

  • Add a motion-only port using original native coordinates, capped visual path, integer duration and separate straight and homing movement branches.
  • Preserve the recovered 6120-unit homing speed, 1.57-radian steering rate, target height offsets, target-loss timeout, wall lookahead and nearby-tank point proximity tests.
  • Report visual impact once and suppress callbacks after cancellation. Reject malformed frame, target and collision inputs without inventing a degenerate steering axis.
  • Add nine regression tests and include them in the Juggernaut staging suite. The motion module does not issue damage or network requests.
  • Live rocket launches, mesh rendering, smoke/flames and original server balance remain unfinished. Public Juggernaut is still disabled. No deployment or live restart is included.
0.0.1 · 2026-10-07

Juggernaut development inventory and resistance safeguards

Connect historical Juggernaut inventory restrictions and explicitly separate Terminator resistance from donor weapons while retaining the public activation block.

Juggernaut development

  • Reject the five garage supplies for mounted battle-only Juggernaut equipment before consuming inventory, creating effects or changing cooldowns. Gold Box handling is unchanged.
  • Prevent mounted Juggernaut equipment from spending charge on the ordinary four-supply overdrive. Native Juggernaut overdrive remains pending.
  • Explicitly separate Terminator from normal weapon protection modules while preserving the existing mine protection path.
  • Add regression tests for inventory, effects, cooldowns, retired boss equipment, ordinary equipment restoration and overdrive charge preservation.
  • Record a pinned readable Flash reference with cross-version limitations. Public Juggernaut remains disabled; original server balance, rocket combat and full gameplay validation are still required. No live deployment or restart is included.
0.0.1 · 2026-10-07

Original Terminator skin motion and activation requirements

Port recovered Terminator panel and recoil motion, connect rail recoil to confirmed HTML shots and document the owner's requirement for original server parameters before public Juggernaut activation.

Juggernaut development

  • Port original 500 ms, 50-unit Terminator panel opening curves and linear closing to authored mesh rest positions. This tested module is not yet connected to rocket combat.
  • Connect confirmed rail shots to the original barrel recoil curve: 100-unit travel, 35 ms pullback and 400 ms restoration. Port the separate 30-unit, 450 ms rocket recoil module without claiming playable rocket shooting.
  • Update motion in the shared visual loop, including spectators. Reset local motion on death and remove motion for retired or disposed rigs; invalidated panel callbacks cannot start a stale lock.
  • Add motion tests covering overshoot, completion callbacks, closing, rail/rocket recoil and lifecycle reset.
  • Keep public Juggernaut disabled. The owner requires original server parameters instead of temporary donor balance; document the missing physics, damage and overdrive evidence. Rocket combat, full original SFX, bots and gameplay validation remain unfinished. No deployment or live restart is included.
0.0.1 · 2026-10-07

Juggernaut development rail combat adapter

Connect Terminator short-release rail input to server-owned collision checks and damage, with confirmed HTML shot events. Rocket combat and original presentation parity remain unfinished; public Juggernaut is still disabled.

Juggernaut development

  • Add an authenticated Terminator input endpoint accepting only input sequence, incarnation, held state and cancellation. Clients cannot supply origins, directions, targets, damage, clocks or shot IDs.
  • Use server-clock charge/reload guards and original authored rail muzzle/barrel geometry for straight-bore hit checks. Static map faces block penetration; the temporary Railgun M3 donor profile provides damage and penetration values.
  • Publish immutable server-confirmed rail events in both battle snapshot paths and input replies. HTML orders trigger edges, invalidates stale incarnation responses and deduplicates confirmed effects.
  • Preserve queued cancellation through incarnation and blocking transitions. Cancellation does not become a release shot or clear accepted-shot IDs and reload guards.
  • Swap the two HTML Terminator rail muzzle markers to match the recovered original; leave the six rocket markers unchanged. Rail presentation currently reuses Railgun M3 effects and is explicitly temporary.
  • Add rail damage, wall blocking, barrel alternation, cancellation and transport lifecycle tests. Original multi-ray autoaim, Terminator SFX/recoil, protection interaction parity, rocket locking/projectiles, bots and JGR overdrive remain unfinished. No live battle validation, deployment or restart is included.
0.0.1 · 2026-10-07

Terminator server shot authorization

Add server-clock Terminator shot authorization and mount a guarded development controller for boss equipment. Damage, projectile and client combat adapters remain disconnected, so public Juggernaut stays disabled.

Juggernaut development

  • Verify charge/reload timing using server clocks, alternating rail barrels, six rocket barrels and 300 ms salvo intervals. Accepted shot IDs cannot replay, including concurrent duplicate requests.
  • Keep a salvo locked to its target incarnation. Pause charge when visibility is lost and enforce the recovered 1000 ms grace. Release cancels an unstarted salvo but does not truncate a started one.
  • Mount a guarded development Terminator controller that rejects stale tank incarnations, lost boss leases and replayed input sequences. No damage or projectiles are emitted by this adapter yet.
  • Read the temporary rail reload from local Railgun M3 metadata. Charge and rocket reload use recovered client defaults, not verified original server balance. Pure test timing fixtures are not shipped balance values.
  • Add server authorization and lifecycle tests plus source contract checks. Original panel completion, server targeting, atomic damage, rocket projectiles, client combat input, bots and JGR overdrive remain unfinished. No public Terminator endpoint, playable JGR validation, live restart or deployment is included.
0.0.1 · 2026-10-07

Juggernaut local model transitions

Connect local tank model replacement to authoritative mounted equipment snapshots, including the original development-only Juggernaut models. Public Juggernaut remains disabled while Terminator combat and the remaining mode adapters are unfinished.

Juggernaut development

  • Project authoritative mounted equipment into local rendering without changing the persistent garage, inventory counts or micro-upgrade values.
  • Use original Juggernaut and Terminator model paths for the local boss. Publish temporary boss turret physics alongside hull physics; missing boss physics fails closed instead of using guessed defaults.
  • Invalidate the previous weapon life before model loading. Block input and movement publication during loading or failed loads, coalesce duplicate targets and reject late or disposed model replacements.
  • Preserve the spawn/camera phase and restore replacement pose and velocities from the latest matching authoritative self snapshot. Ordinary rearming keeps existing body state.
  • Add race, retry, disposal and immutable equipment-projection tests. Unit checks do not constitute visual or playable JGR battle validation. Temporary balance is unchanged; Terminator shooting, bot weapon integration and JGR overdrive remain incomplete. Public JGR creation is still disabled. No live server restart or deployment is included.
0.0.1 · 2026-10-07

Juggernaut temporary equipment and succession

Mount detached development-only boss equipment and replace a living successor immediately without altering the garage. Remote model selection uses original assets. Juggernaut remains disabled publicly while local hot swapping and Terminator combat are unfinished.

Juggernaut development

  • Select detached Juggernaut and Terminator items before tank construction. Never add boss equipment to persistent inventory or the purchasable catalogue; losing the role restores normal equipment on respawn.
  • Use explicitly temporary local Mammoth M3 driving, Railgun M3 rail metadata and a separate Striker M2 rocket profile for internal development. These are not recovered original server statistics or validated final balance. Map-capacity HP remains unchanged.
  • Immediately replace a living successor with a new boss incarnation, preserving pose, velocity and controls without adding a death or granting spawn protection. Dead successors bind on respawn; stale role events remain rejected.
  • Publish mounted equipment in both HTML movement transports. Remote boss rendering uses the verified original models and server-provided temporary hull physics, without changing garage catalogue entries.
  • Extend lifecycle, isolated profile and model-selection tests. Public JGR creation remains disabled. Local model hot swapping, authoritative Terminator combat, bot weapon integration and JGR overdrive remain incomplete. No live server restart or gameplay deployment is included.
0.0.1 · 2026-10-07

Original Juggernaut hit geometry

Connect verified original Juggernaut hull dimensions and all eight Terminator muzzle markers to server geometry. Juggernaut matches remain development-only and are not playable yet.

Juggernaut development

  • Verify staged boss model hashes against the pinned CyberTank Z asset manifest before exporting server hit geometry.
  • Use the original Juggernaut hull bounds and Flash suspension geometry for server collision and bot geometry lookups instead of a Hunter fallback. Unsupported boss modifications fail closed.
  • Preserve all eight original Terminator muzzle markers and apply the recovered Flash swap of its two rail barrels. Add indexed server muzzle lookup without changing existing default barrel selection.
  • Add tests for original hull bounds, turret collision boxes, muzzle order, indexed barrel validation and boss collision dimensions.
  • Public JGR creation remains disabled. Temporary boss equipment, immediate successor conversion, client model switching, authoritative Terminator combat and JGR overdrive are still incomplete. No live server restart or gameplay deployment is included.
0.0.1 · 2026-10-07

Internal Juggernaut battle lifecycle integration

Connect development-only Juggernaut role and health policies to tank creation, committed deaths and round resets. Public Juggernaut matches remain disabled until boss equipment and weapons are integrated.

Server integration

  • Add a development-only JGR mode handler using non-team DM statistics and lifecycle paths. Existing mode IDs are unchanged.
  • Call mode preparation on tank creation and mode death handling after the authoritative death commit, covering enemy kills and suicides. Role leases reject duplicate and stale transitions.
  • Apply map-capacity boss HP to newly created development tank incarnations without changing persistent garage equipment. A successor's immediate equipment conversion is not implemented yet; the role remains pending until a fresh incarnation.
  • Include boss role, generation, maximum HP and pending-role metadata in HTML battle snapshots. Client model switching and the Terminator weapon remain disconnected.
  • Read mounted tank weapon data for HTML shot and stream validation instead of mutable garage selection. Existing normal-weapon reload constants are unchanged.
  • Add headless lifecycle tests using real tank creation and committed deaths, plus creation-guard and integration contract checks. Custom HP balance has not been validated through gameplay.
  • Update the isolated railgun regression fixture to purchase its required PRO Battle entitlement in the temporary database. The isolated HTTP and bot-ray regression passes with mounted-weapon validation.
  • Keep public JGR creation disabled and omit it from creation options until temporary boss equipment, dual weapon damage, model switching and overdrive are complete. No live server restart is included.
0.0.1 · 2026-10-07

Internal Juggernaut battle lifecycle integration

Connect development-only Juggernaut role and health policies to tank creation, committed deaths and round resets. Public Juggernaut matches remain disabled until boss equipment and weapons are integrated.

Server integration

  • Add a development-only JGR mode handler using non-team DM statistics and lifecycle paths. Existing mode IDs are unchanged.
  • Call mode preparation on tank creation and mode death handling after the authoritative death commit, covering enemy kills and suicides. Role leases reject duplicate and stale transitions.
  • Apply map-capacity boss HP to newly created development tank incarnations without changing persistent garage equipment. A successor's immediate equipment conversion is not implemented yet; the role remains pending until a fresh incarnation.
  • Include boss role, generation, maximum HP and pending-role metadata in HTML battle snapshots. Client model switching and the Terminator weapon remain disconnected.
  • Read mounted tank weapon data for HTML shot and stream validation instead of mutable garage selection. Existing normal-weapon reload constants are unchanged.
  • Add headless lifecycle tests using real tank creation and committed deaths, plus creation-guard and integration contract checks. Custom HP balance has not been validated through gameplay.
  • Keep public JGR creation disabled and omit it from creation options until temporary boss equipment, dual weapon damage, model switching and overdrive are complete. No live server restart is included.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 170

Updated areas: game infrastructure, weapons.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Weapons: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

Juggernaut role and Terminator development groundwork

Add isolated boss-role policies, a tested Terminator input cycle and verified original assets for the planned Solo Juggernaut mode. The mode is not playable or enabled yet.

Development groundwork

  • Add an isolated server boss-role state machine with random selection, killer succession and departure handling. Generation and tank-incarnation checks reject duplicate and stale transitions.
  • Add an isolated HTML Terminator cycle based on recovered CyberTank Z code: alternating rail barrels, long-hold rocket targeting and six rockets at 300 ms intervals. Battle input, effects and damage are not connected yet.
  • Stage 29 hash-verified original Juggernaut and Terminator assets, preserving model bytes, authored transforms and all eight muzzle markers. The live garage catalogue is unchanged.
  • Add regression tests for role transitions, concurrent duplicate deaths, weapon input timing, asset provenance and model geometry.
  • Retain the preparatory custom health formula based on map capacity: 1,000 HP through six slots plus 200 HP per additional slot. These custom values have not been validated through gameplay.
  • JGR mode selection, live boss tank creation, weapon damage, bots and Juggernaut-specific overdrive remain unimplemented. These changes do not enable a playable mode or restart the live server.
0.0.1 · 2026-10-07

Preparatory Juggernaut health policy

Add and test a custom map-capacity health calculation for the planned Solo Juggernaut mode. This does not enable a playable Juggernaut mode.

Development groundwork

  • Add a server-side health policy based on the map catalogue's maximum player capacity, including the boss slot.
  • Use 1,000 HP through six slots and add 200 HP per additional slot, independently of live occupancy, rank and reduced battle slot limits.
  • Add regression tests for capacity examples, monotonic scaling and invalid input. The values are custom initial balance, not original CyberTank Z constants or gameplay-validated tuning.
  • Juggernaut mode selection, boss tank creation, role transfer, Terminator weapons and Juggernaut-specific overdrive are not enabled by this preparatory policy.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 167

Updated areas: garage and inventory, battles and physics.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Battles and physics: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

Battle entry connection recovery

Allow first tank registration to recover after an interrupted connection and acknowledge HTTP fallback recovery.

Multiplayer

  • Allow an unregistered battle client to retry its initial tank publication after a pre-registration connection interruption.
  • Fetch the initial preparation snapshot through HTTP when the WebSocket is unavailable.
  • Use authoritative read-only HTTP snapshots to recover already registered tanks before resuming movement publication.
  • Acknowledge local-player presence from both HTTP and full WebSocket snapshots; empty rosters and pong packets do not confirm registration.
  • Keep state publication running over a healthy HTTP fallback while repeated WebSocket connection attempts fail.
  • Refresh the connection watchdog on successful HTTP state responses. Server admission rules, bot counts and gameplay balance remain unchanged.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 165

Updated areas: battles and physics, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

GedasTankai Beta 0.0.1 · update 164

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-07

Compact supplies and mobile overdrive

Restore compact supply cards, add a touch overdrive button and show the original Dictator activation artwork on the local tank.

Battle HUD

  • Restore original 40-pixel desktop supply cards and reduce mobile cards to 40 pixels, retaining the frameless mobile strip.
  • Replace the desktop-style mobile overdrive indicator with a 44-pixel touch button showing charge percentage and using the same activation validation as Shift.
  • Show the original Dictator wave, beam and rising star artwork after server-accepted local overdrive activation, with recovered Flash dimensions and animation timings.
  • Keep supply activation, cooldowns and inventory counts unchanged.
0.0.1 · 2026-10-07

Larger supply HUD cards

Enlarge battle supply cards and remove the shared mobile inventory frame.

Battle HUD

  • Display the original 40-pixel supply artwork at 50 pixels on desktop and at least 48 pixels on mobile, respecting larger touch-control settings, as an owner-requested HUD adaptation.
  • Remove the shared mobile supply panel border, background and padding while retaining individual supply card artwork.
  • Keep supply activation, cooldowns and inventory counts unchanged.
0.0.1 · 2026-10-07

Larger supply HUD cards

Enlarge battle supply cards and remove the shared mobile inventory frame.

Battle HUD

  • Display the original 40-pixel supply artwork at 50 pixels on desktop and 48 pixels on mobile as an owner-requested HUD adaptation.
  • Remove the shared mobile supply panel border, background and padding while retaining individual supply card artwork.
  • Keep supply activation, cooldowns and inventory counts unchanged.
0.0.1 · 2026-10-07

Original overdrive HUD

Replace the temporary overdrive text with the original left-side Dictator indicator.

Battle HUD

  • Use the original 78-pixel CyberTank Z bitmap layers at the bottom left, with charge percentage above the icon.
  • Port the original clockwise charge mask and two white flashes when full charge is reached.
  • Show Shift only when fully charged and available; dim the indicator while unavailable.
  • Keep the existing universal overdrive charging and four-supply activation rules unchanged.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 159

Updated areas: garage and inventory, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 158

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

Universal supply overdrive

Use Shift to activate the same free four-supply overdrive on every hull.

Battle

  • Charge overdrive at 0.7 percent per second and 0.7 percent per earned battle point using the owner-provided Dictator charging table.
  • Retain charge after death and equipment changes; reset charge between rounds and after accepted activation.
  • Activate Repair Kit, Double Armor, Double Damage and Nitro together without consuming inventory. Mine and Gold Box are excluded; existing supply effect durations and one-shot repair behavior remain unchanged.
  • Validate active participant, full charge, battle state and supply permissions on the server and serialize activation to reject duplicate requests.
  • Show charge with a temporary text HUD and activate using either Shift key.
0.0.1 · 2026-10-06

Consistent garage tab sizing

Match the Gifts tab to the regular garage category button sizing and label alignment.

Garage

  • Remove the larger Gifts-only minimum button width and use the same minimum width, original icon insets and centered label layout as the other desktop garage tabs.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 155

Updated areas: garage and inventory.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 154

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

Received gifts in the garage

Browse received gifts in the regular garage carousel instead of a separate collection window.

Garage

  • Show received gifts as separate cards with their original previews in the horizontally scrollable Gifts category, including gifts from every API page.
  • Keep the green gift list empty when there are no received gifts, without opening an additional window.
  • Display the selected gift name, sender, date and plain-text greeting in the garage information panel; clicking a gift marks it as read.
  • Retain the recipient, greeting and confirmation workflow for sending gifts, including safe retries after uncertain network failures.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 152

Updated areas: game infrastructure, garage and inventory.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Garage and inventory: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

Original Protection and Gifts category icons

Use original library icons for Protection and Gifts and keep garage category labels clear of their icons.

Garage

  • Replace the incorrect Hulls icon on the Protection tab with the original twenty-by-twenty CyberTank Z resistance-category PNG, including mobile navigation.
  • Add the original Gifts-category PNG to the received-gifts button.
  • Allow desktop category labels to determine button width using the original icon-and-text insets, rather than squeezing Protection into a fixed label area.
0.0.1 · 2026-10-06

Dedicated supply garage preview assets

Supply cards and information previews use dedicated CyberTank Z asset URLs instead of reusing legacy image paths.

Garage

  • Resolve Repair Kit, Double Armor, Double Power, Nitro, Mine and Gold Box card and modification previews to the dedicated original CyberTank Z PNG directory.
  • Do not rely on cached legacy preview filenames or legacy catalog preview paths. Supply prices, quantities and other equipment previews are unchanged.
0.0.1 · 2026-10-06

Supply frames, activation splash and garage previews

Restore original CyberTank Z supply frames, colored active backgrounds, activation splash, tank-title effect icons and garage artwork.

Battle HUD

  • Use original forty-by-forty frame, background, cooldown and lock PNGs, with separate colored backgrounds for active supplies.
  • Position the desktop supply row using the original centered-canvas offset. Place quantities above slots and available hotkeys at the lower right; hide the unused Gold Box slot.
  • Apply the original RGBA activation color transform with a one-hundred-millisecond rise and two-hundred-fifty-millisecond fade. Browser fixtures verify the activation pulse and return to the normal state.
  • Replace the old tank-title supply icons with original eighteen-by-eighteen CyberTank Z effect PNGs.
  • Effect and cooldown sectors remain an HTML mask adaptation; this is not a verified full port of every Flash fill, extend and ready-pillar animation. Mobile retains its existing touch-target layout.

Garage

  • Replace Repair Kit, Double Armor, Double Power, Nitro, Mine and Gold Box previews with unedited original CyberTank Z PNGs used by supply cards and information previews.
  • Supply prices, quantities and gameplay behavior are unchanged by this visual update.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 148

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 147

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

One-shot repair and original supply visuals

Repair Kit heals once without subsequent regeneration. Battle pickups and supply HUD icons use original CyberTank Z assets.

Repair Kit

  • Keep the existing initial heal, three-second effect indicator and thirty-second cooldown; remove the repeated healing ticks from both activated and collected Repair Kits.
  • An isolated server test confirms an incoming hit removes health during the repair indicator and that the removed health is not restored by a later repair tick. Spawn protection is unchanged.

Supply visuals

  • Use original CyberTank Z textures for repair, armor, damage, nitro, crystal and gold pickups, preserving existing meshes, UVs, parachutes and pickup behavior.
  • Use eighteen original transparent inventory icons for neutral, active and cooldown states across all six HUD slots. Display desktop icons at their native forty-by-forty size without the former gold-icon offset.
  • This update imports original visual assets; it does not add CyberTank Z overdrive or Juggernaut gameplay.
0.0.1 · 2026-10-06

Protection table weapon icons

Display original CyberTank Z weapon-resistance icons centered above the module protection percentages.

Garage

  • Replace the generic percent symbol with the corresponding original weapon-resistance PNG for each of the twelve normal protection modules.
  • Use native information-panel icon sizes (32-by-32, or 34-by-34 for Shark) and align the single module icon with its percentage column. Leave weapon and hull table layouts unchanged.
  • Module prices and protection percentages are unchanged.
0.0.1 · 2026-10-06

Protection preview image bounds

Keep protection preview images inside purchase confirmation panels and equipped module slots.

Garage

  • Constrain purchase confirmation previews to their existing image area with preserved aspect ratio and inner-frame padding.
  • Reserve the original 112-by-108 module preview aspect ratio inside mounted slots, keeping images within the slot padding and labels beneath them.
  • The responsive mounted-slot layout remains an HTML adaptation rather than a verified pixel-identical CyberTank Z layout.
0.0.1 · 2026-10-06

Gift window presentation

Restore the original desktop window frame for gift dialogs and tidy the received-gifts empty state and navigation.

Gifts

  • Use the shared original Flash bitmap frame around desktop gift collection, sending, confirmation and receipt dialogs. Keep content above the window texture.
  • Show a separate empty-collection panel with a single Close action. Only show Previous and Next when multiple pages are available.
  • Preserve the mobile dialog adaptation, sending safeguards, escaped player messages and unread handling. The collection layout remains an HTML adaptation, not a verified pixel-identical Flash layout.
0.0.1 · 2026-10-06

HTML client recovery and separate protection modules

Restore and separate the recovered HTML client code, then introduce independently purchased protection modules and make paints cosmetic. Normal module levels follow owner-provided CyberTank Z garage evidence.

Protection modules

  • Add a Protection garage category with twelve normal modules, original preview assets and three mounting slots. M0-M3 provide 5%, 15%, 25% and 35% protection and cost 5,000, 30,000, 100,000 and 250,000 crystals.
  • Validate sequential upgrades, required ranks, ownership, crystal balance, slot capacity and battle rearming on the server. Persist purchased and mounted modules separately from paints.
  • Calculate incoming weapon and mine resistance from mounted modules rather than paints. Snapshot modules per tank incarnation so changes apply after rearming or respawning. Preserve the existing self-damage bypass; its exact CyberTank Z counterpart is not verified.
  • Keep existing paint ownership and appearance assets. Do not convert old paint protections into modules or include unverified special modules or micro-upgrades. The HTML slot presentation is an initial integration, not a verified pixel-identical CyberTank Z layout.
  • Only show the module catalogue and cosmetic paint information when the backend advertises module support. No live server deployment or restart is included.

Client code

  • Restore the original 3DS parser, equipment appearance selection, paint composition and full game controller from a preserved source snapshot instead of retaining incomplete replacement implementations.
  • Move complete garage, preview, quantity control, lobby, HUD, account screens, settings and other dialogs into dedicated modules. Keep one implementation of each extracted component.
  • Separate map loading and collision construction, tank materials, lighting, camera math, tank poses and session/API helpers. Preview tools now import rendering helpers without loading the game controller.
  • Keep the recovered battle lifecycle effect, dependency list and cleanup unchanged in a dedicated hook. Further internal battle-runtime splitting remains future work.

Verification

  • Pass protection catalogue and rearming regression tests, TypeScript checking and desktop/mobile browser purchase, confirmation, equip and unequip checks. The isolated JDK 17 server test verifies sequential crystal debits, three-slot limits, persisted modules after restart and real Thunder damage with cosmetic paints versus a mounted 35% Grizzly module.
  • Type checking, core checks, 276 offline unit/source tests and the deterministic Alternativa physics verification pass. Add module-graph, single-implementation and battle-cleanup regression guards.
  • Source integration tests follow the controller's imported modules rather than assuming every implementation remains in one file. Existing assertions remain in place; stale frame markup, gold audio mocks and enemy-combat policy checks are aligned with the recovered implementations.
  • No live battle server restart or deployment is included in this change. Offline checks do not establish live multiplayer or browser gameplay parity.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 141

Updated areas: garage and inventory, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

HTML client recovery and separate protection modules

Restore and separate the recovered HTML client code, then introduce independently purchased protection modules and make paints cosmetic. Normal module levels follow owner-provided CyberTank Z garage evidence.

Protection modules

  • Add a Protection garage category with twelve normal modules, original preview assets and three mounting slots. M0-M3 provide 5%, 15%, 25% and 35% protection and cost 5,000, 30,000, 100,000 and 250,000 crystals.
  • Validate sequential upgrades, required ranks, ownership, crystal balance, slot capacity and battle rearming on the server. Persist purchased and mounted modules separately from paints.
  • Calculate incoming weapon and mine resistance from mounted modules rather than paints. Snapshot modules per tank incarnation so changes apply after rearming or respawning. Preserve the existing self-damage bypass; its exact CyberTank Z counterpart is not verified.
  • Keep existing paint ownership and appearance assets. Do not convert old paint protections into modules or include unverified special modules or micro-upgrades. The HTML slot presentation is an initial integration, not a verified pixel-identical CyberTank Z layout.
  • Only show the module catalogue and cosmetic paint information when the backend advertises module support. No live server deployment or restart is included.

Client code

  • Restore the original 3DS parser, equipment appearance selection, paint composition and full game controller from a preserved source snapshot instead of retaining incomplete replacement implementations.
  • Move complete garage, preview, quantity control, lobby, HUD, account screens, settings and other dialogs into dedicated modules. Keep one implementation of each extracted component.
  • Separate map loading and collision construction, tank materials, lighting, camera math, tank poses and session/API helpers. Preview tools now import rendering helpers without loading the game controller.
  • Keep the recovered battle lifecycle effect, dependency list and cleanup unchanged in a dedicated hook. Further internal battle-runtime splitting remains future work.

Verification

  • Type checking, core checks, 276 offline unit/source tests and the deterministic Alternativa physics verification pass. Add module-graph, single-implementation and battle-cleanup regression guards.
  • Source integration tests follow the controller's imported modules rather than assuming every implementation remains in one file. Existing assertions remain in place; stale frame markup, gold audio mocks and enemy-combat policy checks are aligned with the recovered implementations.
  • No live battle server restart or deployment is included in this change. Offline checks do not establish live multiplayer or browser gameplay parity.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 139

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

HTML client code recovery and module separation

Restore the complete HTML client implementation after an incomplete refactor, then separate its controller, garage, lobby, dialogs and rendering helpers without changing the recovered gameplay implementation.

Client code

  • Restore the original 3DS parser, equipment appearance selection, paint composition and full game controller from a preserved source snapshot instead of retaining incomplete replacement implementations.
  • Move complete garage, preview, quantity control, lobby, HUD, account screens, settings and other dialogs into dedicated modules. Keep one implementation of each extracted component.
  • Separate map loading and collision construction, tank materials, lighting, camera math, tank poses and session/API helpers. Preview tools now import rendering helpers without loading the game controller.
  • Keep the recovered battle lifecycle effect, dependency list and cleanup unchanged in a dedicated hook. Further internal battle-runtime splitting remains future work.

Verification

  • Type checking, core checks, 276 offline unit/source tests and the deterministic Alternativa physics verification pass. Add module-graph, single-implementation and battle-cleanup regression guards.
  • Source integration tests follow the controller's imported modules rather than assuming every implementation remains in one file. Existing assertions remain in place; stale frame markup, gold audio mocks and enemy-combat policy checks are aligned with the recovered implementations.
  • No live battle server restart or deployment is included in this change. Offline checks do not establish live multiplayer or browser gameplay parity.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 137

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 136

Updated areas: battles and physics, garage and inventory.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Garage and inventory: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 135

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 134

Updated areas: battles and physics, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 133

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 132

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-06

GedasTankai Beta 0.0.1 · update 131

Updated areas: garage and inventory, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 130

Updated areas: battles and physics, garage and inventory.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Garage and inventory: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 129

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 128

Updated areas: battles and physics.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 127

Updated areas: battles and physics, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Battles and physics: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 126

Updated areas: game infrastructure, weapons, garage and inventory, battles and physics.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Weapons: project files in this area were updated.
  • Garage and inventory: project files in this area were updated.
  • Battles and physics: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 125

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 124

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 123

Updated areas: garage and inventory, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 122

Updated areas: garage and inventory, website and menus, game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Garage and inventory: project files in this area were updated.
  • Website and menus: project files in this area were updated.
  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 121

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

Account bundles and exclusive Moonwalker collection

Add Starter, Monthly Supporter, Veteran and Collector bundles with server-authoritative mixed rewards, permanent paints and account badges. Keep the existing card-click confirmation and disabled real-money payments.

Shop offers

  • Starter Pack (€2.99): 25,000 crystals, 3 Premium days, 3 standard containers, 50 of each of five supplies and permanent Jade paint. Veteran Pack (€9.99): 100,000 crystals, 7 Premium days, 10 standard containers, 100 of each supply and permanent Lumberjack paint.
  • Monthly Supporter (€7.99): 30,000 crystals, 30 Premium days, 5 standard containers, permanent monthly paint and a dated Supporter profile badge. The offer is repeatable; owned paints and monthly badges are not duplicated.
  • Supporter paints rotate through Picasso, Graffiti, Taiga and Inferno from October 2026, changing at local calendar-month boundaries in Europe/Vilnius. Reject stale Supporter confirmations when the cosmetic month changes.
  • Collector Pack (€14.99): permanent Moonwalker paint, Collector profile badge and 5 standard containers, with no crystals or equipment skin. Block normal Moonwalker garage purchases, kit purchases containing it, and promo-code paint rewards; preserve existing owners.
  • Starter, Veteran and Collector are once-per-account offers. Persist their purchase records, rewards and new inventory rows together under a database account lock. Extend active Premium rather than resetting it. Bundle crystal amounts are fixed and are not multiplied by Double Crystal cards.
  • Display new custom offer cards using original imported reward artwork and live catalogue values. Selecting a card opens one confirmation; no additional panel is added beneath it. Show Collector and latest Supporter badges beside the account name.
  • Keep existing standalone shop offers and monthly XT rotation. Normal EUR purchases remain unavailable; unpaid grants still require explicitly enabled administrator test mode.
0.0.1 · 2026-10-05

Monthly cosmetic XT offer rotation

Add three more cosmetic XT bundles at €49.99 and rotate one of four XT offers each calendar month, while preserving the single card-click confirmation flow.

Shop offers

  • Add owner-supplied Viking XT + Thunder XT, Titan XT + Shaft XT and Mammoth XT + Railgun XT artwork and server catalogue bundles. Each bundle costs €49.99 and grants only its two permanent cosmetic skins, without base equipment, M3 upgrades or changed combat statistics.
  • Show one monthly XT offer: Hornet XT + Railgun XT in October 2026, Viking XT + Thunder XT in November, Titan XT + Shaft XT in December and Mammoth XT + Railgun XT in January 2027. Repeat this four-month cycle without a server restart.
  • Rotate on the first day of each calendar month at 00:00 Europe/Vilnius. Keep the six other featured offers available independently of the XT cycle.
  • Show the active bundle's correct skin names and expiry in its single confirmation dialog. Refresh an open shop when its monthly offer expires, and reject purchases of inactive monthly offers on the server, including at the transaction boundary.
  • Preserve owned-pack blocking, persistent skin entitlements and disabled real-money payments. Unpaid grants still require explicitly enabled administrator test mode.
0.0.1 · 2026-10-05

Open shop confirmation directly from offer cards

Make offer banners clickable and remove the extra description-and-button panel beneath each banner. Show price and reward details in one confirmation dialog before granting items; real-money payments remain unavailable.

Shop offers

  • Show aligned offer cards for 45,000 crystals (€4.99), 30 Premium days (€7.99), 15 standard containers (€8.99), the current-season Battle Pass (€4.49), two Gold Box calls (€3.99), 100 of each of five supplies (€2.99), and Hornet XT plus Railgun XT skins (€49.99).
  • Keep supplied PNG artwork unchanged, make the whole card clickable, and remove the extra footer beneath each banner. Show English reward explanations and the server price in a single confirmation dialog; selecting a card does not grant anything until confirmation. Use a live-data card when catalogue prices or quantities no longer match the artwork.
  • Disable an owned XT pack and an active Battle Pass. XT grants cosmetic skins only: no base equipment, M3 upgrades or combat-statistic changes.
  • Persist supplies, Gold Box calls and skin entitlements in a server transaction and synchronize granted inventory with active HTML battle accounts.
  • Gold Box purchases add inventory calls, not instant crystals. Supply packs add 100 Repair Kits, Double Armor, Double Damage, Nitro and Mines: 500 total.
  • Keep unpaid grants restricted to explicitly enabled administrator test mode. Normal EUR purchases remain disabled until a verified payment provider is connected.
  • Use the same confirmation entry point for category cards. Include the current Challenge expiry in the Battle Pass confirmation instead of adding a second confirmation dialog.
0.0.1 · 2026-10-05

New shop offer artwork and cosmetic XT pack

Add seven owner-supplied offer banners, synchronize advertised prices and rewards with the server catalogue, and implement supplies, Gold Box and XT inventory grants. Real-money payments remain unavailable.

Shop offers

  • Show aligned offer cards for 45,000 crystals (€4.99), 30 Premium days (€7.99), 15 standard containers (€8.99), the current-season Battle Pass (€4.49), two Gold Box calls (€3.99), 100 of each of five supplies (€2.99), and Hornet XT plus Railgun XT skins (€49.99).
  • Keep supplied PNG artwork unchanged with English reward explanations. Use a live-data card when catalogue prices or quantities no longer match the artwork.
  • Disable an owned XT pack and an active Battle Pass. XT grants cosmetic skins only: no base equipment, M3 upgrades or combat-statistic changes.
  • Persist supplies, Gold Box calls and skin entitlements in a server transaction and synchronize granted inventory with active HTML battle accounts.
  • Gold Box purchases add inventory calls, not instant crystals. Supply packs add 100 Repair Kits, Double Armor, Double Damage, Nitro and Mines: 500 total.
  • Keep unpaid grants restricted to explicitly enabled administrator test mode. Normal EUR purchases remain disabled until a verified payment provider is connected.
  • Desktop and mobile fixture tests verify all seven banners, aligned cards, bundle requests, owned-pack blocking, disabled payments and stale-artwork fallback. Isolated database tests verify persistent supply, Gold Box and cosmetic-only XT rewards.
0.0.1 · 2026-10-05

GedasTankai Beta 0.0.1 · update 116

Updated areas: game infrastructure.

AUTOMATIC CHANGE SUMMARY

  • Game infrastructure: project files in this area were updated.
  • Generated from file changes; a detailed description of functional changes was not provided.
0.0.1 · 2026-10-05

New shop offer artwork and cosmetic XT pack

Add seven owner-supplied offer banners, synchronize advertised prices and rewards with the server catalogue, and implement supplies, Gold Box and XT inventory grants. Real-money payments remain unavailable.

Shop offers

  • Show aligned offer cards for 45,000 crystals (€4.99), 30 Premium days (€7.99), 15 standard containers (€8.99), the current-season Battle Pass (€4.49), two Gold Box calls (€3.99), 100 of each of five supplies (€2.99), and Hornet XT plus Railgun XT skins (€49.99).
  • Keep supplied PNG artwork unchanged with English reward explanations. Use a live-data card when catalogue prices or quantities no longer match the artwork.
  • Disable an owned XT pack and an active Battle Pass. XT grants cosmetic skins only: no base equipment, M3 upgrades or combat-statistic changes.
  • Persist supplies, Gold Box calls and skin entitlements in a server transaction and synchronize granted inventory with active HTML battle accounts.
  • Gold Box purchases add inventory calls, not instant crystals. Supply packs add 100 Repair Kits, Double Armor, Double Damage, Nitro and Mines: 500 total.
  • Keep unpaid grants restricted to explicitly enabled administrator test mode. Normal EUR purchases remain disabled until a verified payment provider is connected.
0.0.1 · 2026-10-05

Show CTF carrier hints only behind map obstructions

Hide the extra flag-carrier icon and name when the carrier is directly visible; show the HUD hint when map geometry obstructs the carrier.

CTF HUD

  • Check camera sightlines against static map geometry before displaying a carried-flag hint. A clear view of the hull, turret or their authored mesh bounds suppresses the additional marker, including tanks peeking around cover.
  • Apply the same obstruction rule to friendly and enemy carriers. Keep the marker in its separate HUD layer while obstructed, including battle camera mode, with the existing flag-state and carrier-lifecycle checks.
  • Desktop and mobile browser regressions check clear-view suppression, visibility behind real map geometry, partial-cover suppression and carrier lifecycle transitions. Preserve the original icon assets and position offsets.
0.0.1 · 2026-10-05

Keep CTF carrier markers independent of tank title visibility

Render friendly and enemy flag-carrier markers in a dedicated HUD overlay and retain them during battle camera mode.

CTF HUD

  • Move carried-flag icons and carrier names into their own HUD layer so tank-title visibility does not hide them. Both friendly and enemy carriers use this overlay, above map geometry.
  • Keep carried-flag markers available during battle camera mode. Continue hiding markers for the local carrier, inactive or destroyed carriers, dropped or returned flags, the garage and round results.
  • Desktop and mobile browser checks cover both flag teams and independent marker visibility with the tank-title layer hidden. Preserve the original Flash icon assets, dimensions and position offsets.
0.0.1 · 2026-10-05

Correct Isida, Vulcan and Shaft hit range validation

Use reported muzzle-to-contact distances for HTML Isida and Vulcan hits and remove the incorrect Shaft damage-curve range cap.

HIT VALIDATION

  • Pass Isida and Vulcan contact distance through the HTML stream damage path. Validate each contact against the original targeting range and an envelope derived from the authored muzzle and target collision boxes.
  • Calculate Vulcan damage weakening from muzzle-to-contact distance instead of tank-centre distance. Preserve stream energy, tick intervals, spin-up and overheating rules.
  • Stop treating Shaft's 100 metre damage-curve parameter as a hard targeting limit for scoped and quick shots.
  • Add regression coverage for maximum-range Isida and Vulcan contacts, authored muzzle geometry across hulls, modifications, headings and scales, and Shaft range semantics. Live gameplay confirmation remains pending.
0.0.1 · 2026-10-05

Correct Hammer pellet hit distance validation

Validate Hammer pellet travel distances using the authored muzzle position and target collision geometry, addressing valid surface hits rejected by the previous two-hull-radius envelope.

HIT VALIDATION

  • Convert Hammer pellet path length to a centre-distance bound using the full muzzle marker, hull mount and original target collision boxes. Keep the separate Freeze/Firebird barrel-distance calculation.
  • Regression tests reproduce an incorrectly rejected Hammer hull contact and cover all authored hulls, Hammer modifications, turret headings, tank scales and reflected path lengths. Implausibly distant targets remain rejected.
  • Add temporary Hammer shell, hit-rejection and HP-change diagnostics for live verification. Pellet spread, per-pellet damage, drum size and reload timing are unchanged. Live gameplay confirmation remains pending.
0.0.1 · 2026-10-05

Correct Freeze and Firebird hit distance validation

Correct the server distance envelope for conic streams using the original Flash barrel-distance calculation and authored tank geometry. This addresses valid stationary hits rejected when the turret points away from the hull's forward direction.

HIT VALIDATION

  • Convert Freeze and Firebird reported surface distance to a valid centre-distance bound using the 30% barrel origin, remaining 70% barrel length, mount position and original target collision boxes. The previous two-hull-radius check could reject legitimate hits.
  • Regression tests reproduce the old rejection with an original Wasp/Freeze and Hunter setup, verify the corrected bound across hulls, turret headings and tank scales, and retain rejection of an implausibly distant target.
  • Damage values, stream timing, energy costs, configured ranges and obstruction checks are unchanged. Keep temporary Freeze diagnostics, adding the measured centre distance and allowed bound to any remaining distance rejection. Live gameplay confirmation remains pending.
0.0.1 · 2026-10-05

Add targeted missing-damage diagnostics

Add temporary server-side traces to distinguish missing Freeze target packets, rejected stream contacts and damage blocked by tank rules. This diagnostic build does not claim to fix the reported missing hits.

COMBAT DIAGNOSTICS

  • Log Freeze tick acceptance, remaining energy, reported target incarnations and distances, contact rejection categories, and target HP before and after damage processing.
  • Log HTML damage blocked by disabled damage, inactive tanks, spawn protection, invulnerability or friendly-fire rules.
  • No damage values, energy costs, ranges, collision geometry or protection rules are changed.
0.0.1 · 2026-10-05

Preserve newer tank state across snapshot lanes

Prevent delayed full snapshots from overwriting newer movement-lane health, activation and collision state. The reported missing-damage issue still needs live confirmation; this update does not claim to resolve every rejected hit.

BATTLE STATE

  • Keep newer movement fields when an older full snapshot arrives, while still accepting its profile and score information. Older movement packets cannot overwrite newer full state.
  • Preserve tank incarnation ordering, accept genuinely newer healing updates, and clear ordering state when leaving a battle.
  • Twelve roster and round-order regression tests passed, including stationary target health and activation ordering. Damage balance, hit geometry and server damage rules are unchanged.
0.0.1 · 2026-10-05

Synchronize shooter state with weapon commands

Attach the captured shooter state to HTML weapon commands so HTTP hit validation need not wait for a separate WebSocket movement update. Real-player hit-registration consistency still needs confirmation.

COMBAT NETWORKING

  • Capture collision-body position, orientation and turret state with discrete weapon requests, short-range stream ticks, Magnum and Gauss commands. Forward this metadata through the same-origin API proxy.
  • Validate the captured state and tank incarnation, then use the existing server movement publication path before weapon validation. Compare client physics timestamps across movement and shot-state publications so delayed older poses cannot rewind newer movement; reset ordering on a fresh browser connection.
  • Damage, range, reload, energy and obstruction rules are unchanged. Captured-state/proxy tests, weapon request ordering tests, JVM pose-order and stream-cycle tests, TypeScript checking and isolated battle entry/pause/respawn checks passed.
0.0.1 · 2026-10-04

Reduce title occlusion query work

Use a boolean obstruction query for remote player titles and expand HUD/early-frame CPU attribution. The effect on reported HUD stalls has not yet been measured on the player's device.

HUD AND PERFORMANCE

  • Remote title occlusion stops at the first valid static obstruction instead of finding the closest hit and constructing its position. Collision masks, ray limits, validity checks and title-update cadence remain unchanged; weapon and suspension queries still return nearest hits.
  • While F8 is open, distinguish title obstruction rays, other title work and local bars/statistics within HUD CPU time. Attribute pre-simulation input/spawn/weapon work separately from the remaining residual CPU time.
  • Indexed and exhaustive boolean queries match nearest-hit existence over 300 rays with different distance limits and masks. A regression verifies early termination at the first blocker. TypeScript and the full physics verification suite passed.
0.0.1 · 2026-10-04

Attribute effects and other CPU spikes

Split the broad effects/other CPU category into measured work groups in the F8 panel. This is additional diagnostic coverage, not a confirmed fix for the remaining frame-time spikes.

PERFORMANCE DIAGNOSTICS

  • Measure dust, laser updates, particles/environment, bonuses/map/objectives, spatial audio and lighting/atlas preparation while the performance panel is open.
  • Retain the breakdown with both the rolling worst interval and the separate worst CPU frame. Show the remaining uninstrumented CPU work as residual rather than attributing it to particle effects.
  • Detailed group timing is disabled when the F8 panel is closed. No gameplay constants, rendering quality, effect limits or audio behavior have been changed. TypeScript and frame-timing/submission unit tests passed.
0.0.1 · 2026-10-04

Reuse scene transforms between rendering passes

Avoid a redundant full-scene world-transform update after the depth pass without changing rendering quality. The effect on real-device frame-time lows has not yet been measured.

RENDERING

  • The live battle pipeline explicitly reuses world transforms prepared by the depth pass for the following colour queues. Rendering, shadow and gameplay settings are unchanged.
  • Reuse is limited to the matching scene and camera and consumed by one final render. If the depth pass is disabled, the normal transform update is preserved. Restore the caller's automatic-update setting even if rendering throws.
  • Browser graphics regressions verify one scene-transform traversal across depth and final rendering, unchanged output pixels, disabled-depth fallback and interruption cleanup. TypeScript checking also passed.
0.0.1 · 2026-10-04

Trace depth and opaque frame submissions

Extend opt-in rendering diagnostics to depth and opaque/shadow submissions so their slow draws and new programs can be attributed. The reported rendering stalls are not yet confirmed fixed.

RENDERING AND DIAGNOSTICS

  • Record depth and opaque/shadow draw-submission CPU time, longest submission, object/material/texture identity and newly created renderer programs while the F8 performance panel is open.
  • Retain these details with the actual rolling worst frame. Report uncollected measurements explicitly and introduce no GPU queries or forced synchronization.
  • Restore the original renderer submission callback even when a draw throws. Passed attribution and interruption unit tests, existing graphics regressions, TypeScript checking, and isolated battle entry, performance-panel, pause, death and respawn checks.
0.0.1 · 2026-10-04

Prepare bonus spawn and fade shader variants

Precompile bonus-specific opaque and transparent materials and attribute simulation work to the actual worst frame. Other reported depth and opaque rendering stalls still require investigation.

RENDERING AND DIAGNOSTICS

  • Share the existing bonus-part material and additive shader hook between boxes, parachutes and loading-stage preparation. Include their opaque and transparent program variants without changing visual or animation parameters.
  • Show physics, solver, actors, HUD and other simulation work for the same frame selected as the ten-second interval peak, instead of relying only on a separate two-second CPU peak.
  • Passed a real renderer regression confirming bonus spawn/fade states reuse prepared programs, existing graphics regressions, TypeScript checking, and isolated battle entry, performance-panel, pause, death and respawn checks.
0.0.1 · 2026-10-04

Keep frame-spike diagnostics in a sliding window

Preserve the worst frame and its attributed work for the same rolling ten-second duration used by FPS statistics. This corrects misleading diagnostic resets, not the underlying frame stalls.

RENDERING AND DIAGNOSTICS

  • Replace periodic worst-frame resets with a sliding maximum. Retain the preceding frame's render, simulation, network and shader details until that interval leaves the ten-second window.
  • Recycle diagnostic snapshot records rather than allocating a full record on every frame. Keep fresh instrumented sampling when opening the performance panel and leave FPS and 1% low calculations unchanged.
  • Allow zero-duration submissions in browser tests when timer precision rounds very short draws to zero; still verify draw submission and renderer state restoration.
  • Passed six frame-timing tests, including a 6,000-frame comparison against a complete sliding-window scan, graphics regressions, TypeScript checking, and isolated battle entry, performance-panel, pause, death and respawn checks.
0.0.1 · 2026-10-04

Identify transparent shader compilation spikes

Attribute new transparent programs to their objects and collect fresh detailed peaks when opening the performance panel. This diagnostic update does not establish a fix for the reported 63 ms frame spike.

RENDERING AND DIAGNOSTICS

  • Report which transparent object, material and texture submitted a draw that added a new renderer program. Use existing program counts without GPU queries.
  • When opening the performance panel, collect a fresh peak from instrumented frames instead of showing missing historical submission details as zero work. Preserve the independent FPS and 1% low sample windows.
  • Include the existing CTF flag soft-particle range of 10 in representative sprite shader preparation, without changing flag appearance or gameplay.
  • Passed graphics regressions including attribution of a deliberately cold sprite shader, TypeScript checking, and isolated battle entry, pause, death and respawn tests.
0.0.1 · 2026-10-04

Prepare the live Vulcan effect shader variants

Include the exact stock-fog Vulcan plane materials in loading-stage shader preparation. Live FPS improvement remains to be measured.

RENDERING AND DIAGNOSTICS

  • Share Vulcan plane material creation between live effects and shader preparation, retaining the existing texture, transparency, stock fog, double-sided rendering and blending settings.
  • Prepare the missing stock-fog plane variants without the custom fog hook or alphaMap used by other effect representatives.
  • Passed a browser regression confirming new live Vulcan materials reuse the prepared programs, existing graphics pixel regressions, TypeScript checking, and isolated battle entry, pause, death and respawn tests.
0.0.1 · 2026-10-04

Prepare animated effect atlases before combat

Prepare and retain animated effect texture variants under the loading screen, including the Railgun charge atlas. Live frame-time improvement remains to be measured.

RENDERING AND DIAGNOSTICS

  • Prepare the non-mipmapped animated atlas sampler variants during battle loading instead of first retaining them when their effects appear in combat. Yield to the browser during preparation and retain existing effect appearance and animation timing.
  • Include the composed Railgun charge atlas in the loading-stage texture preparation list.
  • Show the texture filename or canvas dimensions beside the longest transparent mesh submission in the performance panel.
  • Passed atlas unit tests, real WebGL checks confirming prepared particles reuse GPU storage without atlas re-uploads, graphics pixel regressions, TypeScript checking, and isolated battle entry, pause, death and respawn tests.
0.0.1 · 2026-10-04

Reuse scene transforms in the transparent render pass

Remove a repeated scene-wide transform update and add opt-in transparent mesh submission diagnostics. The effect on live 1% low FPS still requires measurement.

RENDERING AND DIAGNOSTICS

  • Reuse the world matrices already updated by the opaque colour pass when drawing the transparent overlay. Preserve the caller's matrix-update setting, including after an interrupted render.
  • When the performance panel is open, report transparent mesh submission CPU time and the longest submission's object and material types. These measurements do not represent GPU execution time and introduce no GPU queries.
  • Passed graphics pixel regressions, single-update and state-restoration checks, TypeScript checking, and an isolated full battle entry, pause, death and respawn test.
0.0.1 · 2026-10-04

Fix battle loading after the shadow optimization

Directional shadow preparation now runs inside the normal renderer frame, allowing battle loading and the entry camera to finish.

RENDERING AND DIAGNOSTICS

  • Removed the standalone shadow render call introduced by the previous optimization. Run the shared shadow pass within the normal Three.js render lifecycle so its internal state is initialized.
  • Retain one shadow update for the split colour passes and restore the original renderer callback afterward.
  • The previous production build failed to reach the entry flight in an isolated battle test. The corrected client passed full entry, pause, death and respawn, graphics regressions and TypeScript checking.
0.0.1 · 2026-10-04

Reuse directional shadows across render passes

The opaque and transparent battle passes now share one directional shadow-map update per frame.

RENDERING AND DIAGNOSTICS

  • Generate directional shadows once from the complete scene before separating opaque and transparent materials. Both colour passes reuse that shadow map instead of regenerating it for each queue.
  • Preserve the existing automatic or requested shadow-update cadence and restore renderer settings after the split passes.
  • Verified WebGL rendering regressions, one shadow update per frame, full caster visibility, requested refreshes and TypeScript. Real-player FPS improvement has not yet been measured.
0.0.1 · 2026-10-04

Consistent 1% low readings and tank render preparation

FPS diagnostics now use a ten-second sample window and average the slowest one percent of frames. Tank render variants are exercised during loading.

RENDERING AND DIAGNOSTICS

  • Unified HUD and phase diagnostics around the average of the slowest one percent of delivered frame intervals, replacing inconsistent percentile calculations. The sample window covers ten seconds instead of a fixed number of frames.
  • Loading now renders both opaque and semi-transparent tank states through the battle passes, including tank meshes outside the initial view, to prepare their draw and shadow bindings before combat.
  • Verified frame-statistics tests, TypeScript and an isolated browser battle with camera transitions, death and respawn. Real-player FPS improvement has not yet been measured; remaining rendering spikes still require profiling.
0.0.1 · 2026-10-04

Consistent fog during the entry camera flight

Map fog now uses the same authored limits during the opening flight and tank gameplay, removing the sudden fog change on arrival.

BATTLE CAMERA

  • Removed the first-entry override that stretched fog to the full-map draw distance and restored it abruptly when the tank appeared.
  • Fog near and far limits now remain at the original map values throughout camera transitions. The existing graphics fog setting and map fog alpha continue to apply.
  • Verified TypeScript and an isolated 3D browser battle covering entry, tank-camera arrival, pause, death and respawn; fog settings stayed constant across the transitions.
0.0.1 · 2026-10-04

Simpler PRO battle creation and clear format labels

Battle creation now exposes PRO settings immediately, with aligned controls and shorter standard battle-list titles.

BATTLE BROWSER

  • Removed the redundant PRO Battle checkbox. Creation requests always enable PRO; format and standard settings are visible immediately. Premium or PRO Battle Pass access checks remain in place.
  • Aligned settings in two columns, including bots and low gravity. Rearming, bonuses, supplies and auto balance default on; private battles, friendly fire, bots and low gravity remain opt-in.
  • Recognised server-generated battle titles no longer show capacity suffixes. Parkour and equipment formats have short list labels; custom names are preserved.
  • Verified title-format tests, TypeScript and desktop/mobile browser fixtures covering access denial, default controls and the creation payload.
0.0.1 · 2026-10-04

Lower, centred battle entry camera

Joining a battle now starts above the map centre and smoothly descends to the tank instead of flying from a distant high corner.

BATTLE CAMERA

  • The custom HTML first-entry overview is centred horizontally, with 3000 units of clearance above map bounds instead of 5000. Its flight no longer adds a further upward arc.
  • The existing three-second eased flight ends at the shared tank-follow camera destination. Tank spawn positions, physics, protection timing, death respawns and the spectator opening are unchanged.
  • Verified the overview and curve with unit tests, checked TypeScript, and exercised first entry, pause, death and respawn in an isolated browser battle fixture. This opening is a requested HTML adaptation, not a one-to-one Flash camera port.
0.0.1 · 2026-10-04

Original map names in the battle list

Desktop and mobile battle lists now show original readable map names instead of internal map identifiers.

BATTLE BROWSER

  • Map labels use the original legacy map metadata, including names such as Red Alert, Monte Carlo and Industrial Zone.
  • Unknown map IDs receive a readable fallback without the map_ prefix. Internal IDs, map loading and battle titles are unchanged.
  • Verified displayed names against every entry in the legacy map registry and tested the fallback.
0.0.1 · 2026-10-04

Clearer battle settings layout

Battle Info now separates limit numbers from their icons and wraps settings when the panel is narrow.

BATTLE BROWSER

  • Removed negative spacing that pushed time and score values over their icons. Settings keep their icon size and consistent spacing instead of shrinking or overflowing.
  • Mission badges follow wrapped settings in narrow panels. The Spectator button moves beside the title in those panels so it does not cover the badges.
  • Wide panels retain mission badges at the top right. Gameplay rules and the mobile layout are unchanged.
  • Checked TypeScript and browser fixtures for DM, CTF and CP, including three-digit score limits and five viewport sizes.
0.0.1 · 2026-10-04

Mission badges at the top of Battle Info

Wide Battle Info panels now place mission badges in the top-right corner beside the battle title.

BATTLE BROWSER

  • The battle title and mission badges have separate spaces on the top row in wide panels.
  • Narrow panels keep badges on a separate row. Mobile layout and progression rules are unchanged.
  • Verified three battle types at five browser viewport sizes and checked TypeScript types.
0.0.1 · 2026-10-04

Mission eligibility badges in battle selection

Battle selection now uses colored and grayscale mission badges instead of long progression labels, on desktop and mobile.

BATTLE BROWSER

  • Added compact progression symbols to battle rows and six individual category badges to Battle Info, using the supplied transparent artwork. Enabled categories are colored; disabled categories use the grayscale artwork.
  • Hover, focus or tap a category badge for its English explanation. The Career badge describes Career missions, not an XP multiplier. Eligibility does not bypass an objective's map, mode or participation requirements.
  • Eligible server premade battles show all categories enabled. Ordinary custom battles show Career, Weapon Mastery and Achievements enabled, matching the existing lifetime-stat achievement system. Parkour shows no progression and all six categories disabled.
  • Progression and reward rules are unchanged. Verified policy tests, TypeScript checking and browser fixtures for all three battle types on desktop and landscape mobile layouts.
0.0.1 · 2026-10-04

Send gifts to other players

Garage gifts can now be sent to another player's account with a personal message and kept in a received-gift collection.

PLAYER GIFTS

  • Select a gift in Garage → Special, enter a recipient and an optional message of up to 350 characters, then confirm the crystal price. Existing catalog prices and rank requirements are unchanged.
  • The new Gifts button opens received gifts with the sender, message and date, including gifts received while offline. Unread gifts have a counter and can be marked as read.
  • The server validates the recipient, confirmed price, rank and balance. Gift delivery and payment are committed together; retrying the same request does not charge twice. Gifts are collectibles without combat bonuses.
  • Added viewport-limited gift dialogs for desktop and mobile. Isolated database tests cover persistence, duplicate and simultaneous purchases, validation and recipient-only access; browser fixtures cover desktop and two phone layouts, confirmation, unread state and network retries. Physical-phone keyboard behavior remains unverified.
0.0.1 · 2026-10-04

Tank driving audio transitions

Replaced the local tank's independent HTML audio players with Flash-derived engine states on the shared battle audio bus.

TANK AUDIO

  • Added the original turning-in-place engine state and selected acceleration, turning or idle from tank controls rather than residual body speed.
  • Restored the Flash fade rate, transition thresholds, camera-relative sound transform and 80 ms loop start for the existing idle and moving samples. No new pitch curve or replacement recordings were introduced.
  • Preloaded the three engine samples and guarded asynchronous playback so an old decode or acceleration completion cannot restart audio after stopping or disposal. Playback can retry after the browser audio context is unlocked.
  • Verified 11 automated engine tests, TypeScript checking and real MP3/WebAudio state transitions in headless Chromium. Physical-device listening remains unverified. Vehicle physics, weapons and rewards are unchanged.
0.0.1 · 2026-10-04

English across the game, website and launchers

Translated remaining Lithuanian interface text into English across the HTML client, community website and Windows launcher. Historical updates now have English summaries, with the original detailed text preserved in a non-public archive.

ENGLISH INTERFACE

  • Translated website navigation, news, help, account forms, profile statistics, loading messages, connection errors, accessibility labels and development preview screens.
  • Set the HTML document language and interface number formatting to English. Player names, player-written chat and account data are unchanged.
  • Translated Windows launcher, updater and game-host messages. Replaced Lithuanian lettering embedded in the launcher heading and Play artwork with English text rendering within the existing layout. The legacy game payload is unchanged.

UPDATE HISTORY

  • Added English summaries for all 196 existing release entries while preserving their dates, versions, identifiers and order. Full Lithuanian originals are retained outside the public website and game resources.
  • Translated the shared launcher update page and automatic release-note descriptions. New player-facing release notes must be written in English.
  • Added regression checks for English interface text and historical-entry preservation. Checked desktop and mobile launcher layouts, website pages, News/Chat, shop navigation and mission interactions. Game version remains Beta 0.0.1; rewards, balance and gameplay rules are unchanged.
0.0.1 · 2026-10-04

News / Chat panel and shop navigation

Combined news and chat in a tabbed panel. Added shop category navigation, featured catalogue offers and crystal totals including bonuses.

ARCHIVED UPDATE SUMMARY

  • Combined news and chat in a tabbed panel. Added shop category navigation, featured catalogue offers and crystal totals including bonuses.
0.0.1 · 2026-10-04

GedasTankai Beta 0.0.1 · update 82

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-04

GedasTankai Beta 0.0.1 · update 81

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-04

Communicator news and a more convenient shop

Added News / Chat tabs, shop category navigation, catalogue highlights and crystal totals including bonuses.

ARCHIVED UPDATE SUMMARY

  • Added News / Chat tabs, shop category navigation, catalogue highlights and crystal totals including bonuses.
0.0.1 · 2026-10-04

Repeatable Hourly 7/7 bonus

The Super mission is no longer limited to one reward per week. Every seven claimed Hourly mission rewards unlock another bonus.

ARCHIVED UPDATE SUMMARY

  • The Super mission is no longer limited to one reward per week. Every seven claimed Hourly mission rewards unlock another bonus.
0.0.1 · 2026-10-04

Mission and reward notification badges

Mission tabs and the main Missions button show pending reward badges. Opening the window no longer clears unclaimed reward indicators.

ARCHIVED UPDATE SUMMARY

  • Mission tabs and the main Missions button show pending reward badges. Opening the window no longer clears unclaimed reward indicators.
0.0.1 · 2026-10-04

Temporary moderation and per-battle bot controls

Added administrator commands for muting, temporary account bans, removing restrictions and adjusting the bot count in an individual battle.

ARCHIVED UPDATE SUMMARY

  • Added administrator commands for muting, temporary account bans, removing restrictions and adjusting the bot count in an individual battle.
0.0.1 · 2026-10-04

Administration commands and safer command help

Added server status, player and battle inspection, and global administrator announcements. Improved command help and input validation.

ARCHIVED UPDATE SUMMARY

  • Added server status, player and battle inspection, and global administrator announcements. Improved command help and input validation.
0.0.1 · 2026-10-03

Separate Achievements tab and restored Challenges design

Moved Achievements out of Career into a dedicated mission tab. Restored the previous Challenges layout while retaining Hourly styling elsewhere.

ARCHIVED UPDATE SUMMARY

  • Moved Achievements out of Career into a dedicated mission tab. Restored the previous Challenges layout while retaining Hourly styling elsewhere.
0.0.1 · 2026-10-03

Consistent mission tab design

Applied shared Hourly styling to Career, Weapon Mastery, Weekly, Challenges and achievement cards, with compact mobile content.

ARCHIVED UPDATE SUMMARY

  • Applied shared Hourly styling to Career, Weapon Mastery, Weekly, Challenges and achievement cards, with compact mobile content.
0.0.1 · 2026-10-03

Cheaper Hourly mission replacements

Reduced paid Hourly mission replacement from 5,000 to 1,000 crystals. Corrected migration of old free-replacement records and failed replacement responses.

ARCHIVED UPDATE SUMMARY

  • Reduced paid Hourly mission replacement from 5,000 to 1,000 crystals. Corrected migration of old free-replacement records and failed replacement responses.
0.0.1 · 2026-10-03

Cheaper Hourly mission replacements

Reduced paid Hourly mission replacement from 5,000 to 1,000 crystals. Corrected migration of old free-replacement records and failed replacement responses.

ARCHIVED UPDATE SUMMARY

  • Reduced paid Hourly mission replacement from 5,000 to 1,000 crystals. Corrected migration of old free-replacement records and failed replacement responses.
0.0.1 · 2026-10-03

Battle economy, passive farming limits and cheaper upgrade skips

Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.

ARCHIVED UPDATE SUMMARY

  • Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.
0.0.1 · 2026-10-03

Battle economy, passive farming limits and cheaper upgrade skips

Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.

ARCHIVED UPDATE SUMMARY

  • Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.
0.0.1 · 2026-10-03

GedasTankai Beta 0.0.1 · update 69

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-03

Battle economy, passive farming limits and cheaper upgrade skips

Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.

ARCHIVED UPDATE SUMMARY

  • Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.
0.0.1 · 2026-10-03

Battle economy, passive farming limits and cheaper upgrade skips

Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.

ARCHIVED UPDATE SUMMARY

  • Increased battle funds, reduced new Hourly crystal rewards and removed battle points from Gold Boxes. Added diminishing account rewards for farming passive human victims, reduced the paid Challenge track to one Weekly container and halved micro-upgrade skip prices. Weekly mission container rewards and product kits were unchanged.
0.0.1 · 2026-10-03

GedasTankai Beta 0.0.1 · update 66

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-03

Mission replacement protection and longer Weekly progression

Each new Hourly mission gets one free replacement; further replacements cost 5,000 crystals in this historical update. Weekly milestones were separated from Super 7/7 and set to 10/25/50 Hourly missions. Only direct Challenge supply rewards were reduced by 75%.

ARCHIVED UPDATE SUMMARY

  • Each new Hourly mission gets one free replacement; further replacements cost 5,000 crystals in this historical update. Weekly milestones were separated from Super 7/7 and set to 10/25/50 Hourly missions. Only direct Challenge supply rewards were reduced by 75%.
0.0.1 · 2026-10-03

Premium purchase welcome and economy review

Successful Premium purchases and extensions show a welcome message, added days and remaining Premium time in the HTML/mobile shop. This update did not change prices or rewards.

ARCHIVED UPDATE SUMMARY

  • Successful Premium purchases and extensions show a welcome message, added days and remaining Premium time in the HTML/mobile shop. This update did not change prices or rewards.
0.0.1 · 2026-10-03

Experience purchase pricing for the Beta economy

Changed the price of 1,000 XP from 2,000 to 10,000 crystals. The XP amount, rank 11 requirement and 10x battle progression were unchanged.

ARCHIVED UPDATE SUMMARY

  • Changed the price of 1,000 XP from 2,000 to 10,000 crystals. The XP amount, rank 11 requirement and 10x battle progression were unchanged.
0.0.1 · 2026-10-03

GedasTankai Beta 0.0.1 · update 62

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-03

PRO Battle Pass pricing for the Beta economy

Increased the PRO Battle Pass price from 1,400 to 100,000 crystals. It still lasts 31 days; Premium accounts do not need a separate PRO purchase.

ARCHIVED UPDATE SUMMARY

  • Increased the PRO Battle Pass price from 1,400 to 100,000 crystals. It still lasts 31 days; Premium accounts do not need a separate PRO purchase.
0.0.1 · 2026-10-03

GedasTankai Beta 0.0.1 · update 60

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-03

Parkour progression rules and short-round reward protection

Parkour no longer records battle statistics, XP or mission progress. Supplies consume inventory without cooldowns. Added active-participation checks for premade missions and round rewards; non-Parkour custom battles retain Career and Weapon Mastery.

ARCHIVED UPDATE SUMMARY

  • Parkour no longer records battle statistics, XP or mission progress. Supplies consume inventory without cooldowns. Added active-participation checks for premade missions and round rewards; non-Parkour custom battles retain Career and Weapon Mastery.
0.0.1 · 2026-10-03

Parkour progression rules and short-round reward protection

Parkour no longer records battle statistics, XP or mission progress. Supplies consume inventory without cooldowns. Added active-participation checks for premade missions and round rewards; non-Parkour custom battles retain Career and Weapon Mastery.

ARCHIVED UPDATE SUMMARY

  • Parkour no longer records battle statistics, XP or mission progress. Supplies consume inventory without cooldowns. Added active-participation checks for premade missions and round rewards; non-Parkour custom battles retain Career and Weapon Mastery.
0.0.1 · 2026-10-03

Premade missions, PRO creation access and Parkour Moon

Hourly and Weekly missions and Challenge stars count only in server premade battles with bot rosters. Custom battles retain Career and Weapon Mastery; creating them requires Premium or a 31-day PRO Battle Pass.

ARCHIVED UPDATE SUMMARY

  • Hourly and Weekly missions and Challenge stars count only in server premade battles with bot rosters. Custom battles retain Career and Weapon Mastery; creating them requires Premium or a 31-day PRO Battle Pass.
0.0.1 · 2026-10-03

Clearer original paint protections

Garage protection descriptions show weapon names and percentages. Original protection values remain unchanged; decorative paints did not receive new protections.

ARCHIVED UPDATE SUMMARY

  • Garage protection descriptions show weapon names and percentages. Original protection values remain unchanged; decorative paints did not receive new protections.
0.0.1 · 2026-10-03

Container reward image layout

Reward images appear below item names and fit inside their cards. Original crystal and Gold Box PNG assets were not modified.

ARCHIVED UPDATE SUMMARY

  • Reward images appear below item names and fit inside their cards. Original crystal and Gold Box PNG assets were not modified.
0.0.1 · 2026-10-03

Separate regular and Weekly container opening

Regular containers and Weekly containers have separate quantities and opening requests. Opening one type does not consume the other.

ARCHIVED UPDATE SUMMARY

  • Regular containers and Weekly containers have separate quantities and opening requests. Opening one type does not consume the other.
0.0.1 · 2026-10-02

Refined bot ramp support and wall navigation checks

AI terrain checks account more accurately for track support and local ramp wall height. A repeated Rio A* trial passed 12 of 12 Hunter M0 drives with the existing Flash physics; this is not a guarantee for every map or traffic situation.

ARCHIVED UPDATE SUMMARY

  • AI terrain checks account more accurately for track support and local ramp wall height. A repeated Rio A* trial passed 12 of 12 Hunter M0 drives with the existing Flash physics; this is not a guarantee for every map or traffic situation.
0.0.1 · 2026-10-02

Refined bot ramp support and wall navigation checks

AI terrain checks account more accurately for track support and local ramp wall height. A repeated Rio A* trial passed 12 of 12 Hunter M0 drives with the existing Flash physics; this is not a guarantee for every map or traffic situation.

ARCHIVED UPDATE SUMMARY

  • AI terrain checks account more accurately for track support and local ramp wall height. A repeated Rio A* trial passed 12 of 12 Hunter M0 drives with the existing Flash physics; this is not a guarantee for every map or traffic situation.
0.0.1 · 2026-10-02

Rio navigation driving trials with Flash suspension

Tested Recast paths offline using the existing Flash physics worker and actual Hunter M0 data. The trial did not establish safe integration, so live bot navigation and tank physics were left unchanged.

ARCHIVED UPDATE SUMMARY

  • Tested Recast paths offline using the existing Flash physics worker and actual Hunter M0 data. The trial did not establish safe integration, so live bot navigation and tank physics were left unchanged.
0.0.1 · 2026-10-02

Experimental Rio bot navigation comparison

Added an offline Recast path comparison tool and interactive report using original Rio collision geometry. Live server navigation and Flash tank physics were unchanged.

ARCHIVED UPDATE SUMMARY

  • Added an offline Recast path comparison tool and interactive report using original Rio collision geometry. Live server navigation and Flash tank physics were unchanged.
0.0.1 · 2026-10-02

CTF flag state and dropping corrections

Corrected flag release when a carrier dies, placement on map surfaces and checks for competing pickup and return actions. Added server and desktop/mobile browser regression tests.

ARCHIVED UPDATE SUMMARY

  • Corrected flag release when a carrier dies, placement on map surfaces and checks for competing pickup and return actions. Added server and desktop/mobile browser regression tests.
0.0.1 · 2026-10-02

CTF flag carrier marker

HTML and mobile CTF battles display the original Flash flag icon and name above the player or bot carrying a flag. The marker is visible through walls.

ARCHIVED UPDATE SUMMARY

  • HTML and mobile CTF battles display the original Flash flag icon and name above the player or bot carrying a flag. The marker is visible through walls.
0.0.1 · 2026-10-02

Weapon impulses passed to bot physics

Hammer hits pass their force and impact location to bot physics. Weapon skins resolve to their base weapon. Weapon forces and tank masses were not increased.

ARCHIVED UPDATE SUMMARY

  • Hammer hits pass their force and impact location to bot physics. Weapon skins resolve to their base weapon. Weapon forces and tank masses were not increased.
0.0.1 · 2026-10-02

Shared map data and lighter battle profiles

Server weapons, bot AI and bot physics share original map collision data. Reading an HTML battle profile no longer loads the entire inventory and mission state.

ARCHIVED UPDATE SUMMARY

  • Server weapons, bot AI and bot physics share original map collision data. Reading an HTML battle profile no longer loads the entire inventory and mission state.
0.0.1 · 2026-10-02

Game page startup checks

The HTML launcher checks both the home page and /play, including their JavaScript and CSS files. Missing build files no longer produce a misleading READY status.

ARCHIVED UPDATE SUMMARY

  • The HTML launcher checks both the home page and /play, including their JavaScript and CSS files. Missing build files no longer produce a misleading READY status.
0.0.1 · 2026-10-02

Independent HTML and game server startup

The two main BAT launchers share a background service startup workflow. Healthy services are checked without replacement; stopped services are prepared and started through Windows Task Scheduler.

ARCHIVED UPDATE SUMMARY

  • The two main BAT launchers share a background service startup workflow. Healthy services are checked without replacement; stopped services are prepared and started through Windows Task Scheduler.
0.0.1 · 2026-10-02

PowerShell tools moved into scripts

Moved 25 active PowerShell scripts from the workspace root into scripts/. Updated the two BAT launchers, peer-script calls and scheduled task references.

ARCHIVED UPDATE SUMMARY

  • Moved 25 active PowerShell scripts from the workspace root into scripts/. Updated the two BAT launchers, peer-script calls and scheduled task references.
0.0.1 · 2026-10-02

GedasTankai Beta 0.0.1 · update 42

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-02

Simplified startup for the HTML client

Kept only two HTML game BAT launchers at the workspace root. Additional Flash/AIR build, launch and old test scripts, plus the old client ZIP, were moved to a recoverable archive.

ARCHIVED UPDATE SUMMARY

  • Kept only two HTML game BAT launchers at the workspace root. Additional Flash/AIR build, launch and old test scripts, plus the old client ZIP, were moved to a recoverable archive.
0.0.1 · 2026-10-02

Workspace root cleanup

Moved 19 obsolete AIR diagnostics, duplicate launchers and old port-cleanup files into a recoverable local archive. Game data and active service scripts were preserved.

ARCHIVED UPDATE SUMMARY

  • Moved 19 obsolete AIR diagnostics, duplicate launchers and old port-cleanup files into a recoverable local archive. Game data and active service scripts were preserved.
0.0.1 · 2026-10-02

Server memory headroom and nearest bot targets

Raised the Java heap limit to 3 GiB in both server launch paths and prepared nearest-visible-enemy selection along the firing line. The new memory limit requires a safe server restart.

ARCHIVED UPDATE SUMMARY

  • Raised the Java heap limit to 3 GiB in both server launch paths and prepared nearest-visible-enemy selection along the firing line. The new memory limit requires a safe server restart.
0.0.1 · 2026-10-02

Bots prefer the nearest enemy in the firing line

When another visible enemy stands in front of the selected target, the bot selects the first tank intersected along that firing line.

ARCHIVED UPDATE SUMMARY

  • When another visible enemy stands in front of the selected target, the bot selects the first tank intersected along that firing line.
0.0.1 · 2026-10-02

Compact mobile missions and returning from the garage

Allocated more mobile mission space to objectives, progress and rewards. Corrected the battle menu Return to battle action. Desktop mission layout and game balance were unchanged.

ARCHIVED UPDATE SUMMARY

  • Allocated more mobile mission space to objectives, progress and rewards. Corrected the battle menu Return to battle action. Desktop mission layout and game balance were unchanged.
0.0.1 · 2026-10-02

Open-map bot visibility and prepared Rio routes

Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-02

Open-map bot visibility and prepared Rio routes

Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-02

Open-map bot visibility and prepared Rio routes

Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-02

Open-map bot visibility and prepared Rio routes

Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Separated bot vision from weapon range. Added offline navigation preparation from original map collisions and attack routes over roofs and along both sides. This is custom AI navigation, not neural-network training; physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-01

CTF bot attacks and temporary sniper positions

Removed permanent base-defender roles from CTF tactics. Teams advance towards the enemy base, with flag pickup priority based on proximity rather than a fixed role. Flash physics and weapon balance were unchanged.

ARCHIVED UPDATE SUMMARY

  • Removed permanent base-defender roles from CTF tactics. Teams advance towards the enemy base, with flag pickup priority based on proximity rather than a fixed role. Flash physics and weapon balance were unchanged.
0.0.1 · 2026-10-01

Bot obstacle avoidance and mutual-wait diagnostics

Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.
0.0.1 · 2026-10-01

Bot obstacle avoidance and mutual-wait diagnostics

Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.
0.0.1 · 2026-10-01

Bot obstacle avoidance and mutual-wait diagnostics

Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.
0.0.1 · 2026-10-01

Bot obstacle avoidance and mutual-wait diagnostics

Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Routes account for nearby tank outlines. Corrected a rule that blocked a clear passing side merely because the opposite side had a wall. Tank physics constants were unchanged.
0.0.1 · 2026-10-01

Bot spawn queues and ramp reservation deadlocks

Corrected AI decision conflicts that made bots wait near spawns, reserve distant ramps or repeatedly reverse. Physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Corrected AI decision conflicts that made bots wait near spawns, reserve distant ramps or repeatedly reverse. Physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-01

Bot spawn queues and ramp reservation deadlocks

Corrected AI decision conflicts that made bots wait near spawns, reserve distant ramps or repeatedly reverse. Physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Corrected AI decision conflicts that made bots wait near spawns, reserve distant ramps or repeatedly reverse. Physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-01

Bot spawn queues and ramp reservation deadlocks

Corrected AI decision conflicts that made bots wait near spawns, reserve distant ramps or repeatedly reverse. Physics and weapon balance constants were unchanged.

ARCHIVED UPDATE SUMMARY

  • Corrected AI decision conflicts that made bots wait near spawns, reserve distant ramps or repeatedly reverse. Physics and weapon balance constants were unchanged.
0.0.1 · 2026-10-01

Server-controlled bot physics and driving tests

Moved bot suspension, tracks and collisions to a server-controlled worker using the shared Flash physics port. Removed switching between player-browser physics and a simplified server model, and corrected ramp approach and movement synchronisation paths.

ARCHIVED UPDATE SUMMARY

  • Moved bot suspension, tracks and collisions to a server-controlled worker using the shared Flash physics port. Removed switching between player-browser physics and a simplified server model, and corrected ramp approach and movement synchronisation paths.
0.0.1 · 2026-10-01

Server-controlled bot physics and driving tests

Moved bot suspension, tracks and collisions to a server-controlled worker using the shared Flash physics port. Removed switching between player-browser physics and a simplified server model, and corrected ramp approach and movement synchronisation paths.

ARCHIVED UPDATE SUMMARY

  • Moved bot suspension, tracks and collisions to a server-controlled worker using the shared Flash physics port. Removed switching between player-browser physics and a simplified server model, and corrected ramp approach and movement synchronisation paths.
0.0.1 · 2026-10-01

Beta 0.0.1 — more classic premade battles and small rank icons

Added 12 classic premade map battles alongside the existing 11. Battle message ranks use small Flash bitmaps with consistent icon bounds instead of enlarged images.

ARCHIVED UPDATE SUMMARY

  • Added 12 classic premade map battles alongside the existing 11. Battle message ranks use small Flash bitmaps with consistent icon bounds instead of enlarged images.
0.0.1 · 2026-10-01

Beta 0.0.1 — more classic premade battles and small rank icons

Added 12 classic premade map battles alongside the existing 11. Battle message ranks use small Flash bitmaps with consistent icon bounds instead of enlarged images.

ARCHIVED UPDATE SUMMARY

  • Added 12 classic premade map battles alongside the existing 11. Battle message ranks use small Flash bitmaps with consistent icon bounds instead of enlarged images.
0.0.1 · 2026-10-01

Beta 0.0.1 — automatic sign-in and persistent logout

HTML and mobile restore the last selected account after refresh or reopening. Logout revokes the saved server login, and login-token persistence is separated from ordinary account reward writes.

ARCHIVED UPDATE SUMMARY

  • HTML and mobile restore the last selected account after refresh or reopening. Logout revokes the saved server login, and login-token persistence is separated from ordinary account reward writes.
0.0.1 · 2026-10-01

Beta 0.0.1 — double-click equip and foliage shadow occlusion

Double-clicking an owned weapon, hull or paint uses the Equip action; single clicks remain previews and unowned items are not automatically purchased. Included the prepared tree and shadow render-order correction based on Flash Camera3D.

ARCHIVED UPDATE SUMMARY

  • Double-clicking an owned weapon, hull or paint uses the Equip action; single clicks remain previews and unowned items are not automatically purchased. Included the prepared tree and shadow render-order correction based on Flash Camera3D.
0.0.1 · 2026-10-01

Beta 0.0.1 — foliage occludes tank shadows

Corrected tree and shadow render order in HTML. Sprite3D colour is drawn after shadows, following the original Flash Camera3D order, so tank shadows no longer darken foliage incorrectly.

ARCHIVED UPDATE SUMMARY

  • Corrected tree and shadow render order in HTML. Sprite3D colour is drawn after shadows, following the original Flash Camera3D order, so tank shadows no longer darken foliage incorrectly.
0.0.1 · 2026-10-01

Beta 0.0.1 — browser shot request correction

Corrected native fetch being called with an invalid context in the weapon request queue. A real mobile client with an isolated server then delivered a Thunder shot and reduced a bot’s health.

ARCHIVED UPDATE SUMMARY

  • Corrected native fetch being called with an invalid context in the weapon request queue. A real mobile client with an isolated server then delivered a Thunder shot and reduced a bot’s health.
0.0.1 · 2026-10-01

Beta 0.0.1 — mobile XP, kit discounts and hit incarnation IDs

Mobile XP uses the Flash 0–10,000 progress scale. Reduced kit discount badges only on mobile cards. Delayed messages from an older respawn no longer restore an obsolete tank incarnation ID for shot requests.

ARCHIVED UPDATE SUMMARY

  • Mobile XP uses the Flash 0–10,000 progress scale. Reduced kit discount badges only on mobile cards. Delayed messages from an older respawn no longer restore an obsolete tank incarnation ID for shot requests.
0.0.1 · 2026-10-01

Beta 0.0.1 — shot synchronisation, Shaft and overturned tanks

Corrected weapon request ordering and retries after explicit reload rejection. Shaft aiming, cancellation and firing share the same queue. Automatic self-destruction applies to tanks resting on their side or roof, not tanks falling through the air.

ARCHIVED UPDATE SUMMARY

  • Corrected weapon request ordering and retries after explicit reload rejection. Shaft aiming, cancellation and firing share the same queue. Automatic self-destruction applies to tanks resting on their side or roof, not tanks falling through the air.
0.0.1 · 2026-10-01

Beta 0.0.1 — interactive container reward cards

Replaced the text reward list with cards showing original artwork, quantities, rarity sources and calculated catalogue values. Cards open item details; prizes, probabilities and opening limits were unchanged.

ARCHIVED UPDATE SUMMARY

  • Replaced the text reward list with cards showing original artwork, quantities, rarity sources and calculated catalogue values. Cards open item details; prizes, probabilities and opening limits were unchanged.
0.0.1 · 2026-10-01

Beta 0.0.1 — promo code generation and safe redemption

Added an administrator promo code generator to the shop. Codes, usage counts and redemption history are persisted in the database. Rewards are issued on successful redemption, not generation.

ARCHIVED UPDATE SUMMARY

  • Added an administrator promo code generator to the shop. Codes, usage counts and redemption history are persisted in the database. Rewards are issued on successful redemption, not generation.
0.0.1 · 2026-10-01

Beta 0.0.1 — three crystal packs with Flash-style bonuses

The crystal shop has three packages. Larger packs expose the base amount and bonus separately, retaining the total reward and administrator-only test purchase restriction.

ARCHIVED UPDATE SUMMARY

  • The crystal shop has three packages. Larger packs expose the base amount and bonus separately, retaining the total reward and administrator-only test purchase restriction.
0.0.1 · 2026-10-01

Beta 0.0.1 — rarer containers and restricted test purchases

Retained legacy container prizes while reducing large crystal prize probabilities and mission container quantities. Shop prices follow the Beta economy; free test purchases are restricted to administrators.

ARCHIVED UPDATE SUMMARY

  • Retained legacy container prizes while reducing large crystal prize probabilities and mission container quantities. Shop prices follow the Beta economy; free test purchases are restricted to administrators.
0.0.1 · 2026-10-01

GedasTankai Beta 0.0.1 · update 10

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-01

GedasTankai Beta 0.0.1 · update 9

Automatic file-change record. No detailed description of functional changes was provided for this build.

ARCHIVED UPDATE SUMMARY

  • Automatic file-change record. No detailed description of functional changes was provided for this build.
0.0.1 · 2026-10-01

Beta 0.0.1 — continuous Career and separate Weapon Mastery

Added ongoing Career chapters and independent mastery with Prestige for all 14 weapons. The original nine missions keep their progress and rewards under Achievements.

ARCHIVED UPDATE SUMMARY

  • Added ongoing Career chapters and independent mastery with Prestige for all 14 weapons. The original nine missions keep their progress and rewards under Achievements.
0.0.1 · 2026-10-01

Beta 0.0.1 — original Flash menu frames

Standardised desktop HTML window borders using original TankWindow and TankWindowInner bitmaps, restoring missing frames and the Settings heading. Mobile styling remains separate.

ARCHIVED UPDATE SUMMARY

  • Standardised desktop HTML window borders using original TankWindow and TankWindowInner bitmaps, restoring missing frames and the Settings heading. Mobile styling remains separate.
0.0.1 · 2026-10-01

Beta 0.0.1 — curated Gauss kit combinations

Reduced the visible Gauss kit selection from 17 to eight in the HTML/mobile garage, hiding redundant combinations while retaining M0–M3 offers.

ARCHIVED UPDATE SUMMARY

  • Reduced the visible Gauss kit selection from 17 to eight in the HTML/mobile garage, hiding redundant combinations while retaining M0–M3 offers.
0.0.1 · 2026-10-01

Beta 0.0.1 — restored Weekly Container card

Restored a separate Weekly Container garage card, quantity and opening action. Open all remains limited to 15 containers.

ARCHIVED UPDATE SUMMARY

  • Restored a separate Weekly Container garage card, quantity and opening action. Open all remains limited to 15 containers.
0.0.1 · 2026-10-01

Beta 0.0.1 — long-term Main Missions

Enabled Main Missions with harder permanent objectives and one-time crystal and container rewards.

ARCHIVED UPDATE SUMMARY

  • Enabled Main Missions with harder permanent objectives and one-time crystal and container rewards.
0.0.1 · 2026-10-01

Beta 0.0.1 — smoother camera transitions

Preserved camera position during pause and destruction. Respawn and follow cameras share the same destination calculation.

ARCHIVED UPDATE SUMMARY

  • Preserved camera position during pause and destruction. Respawn and follow cameras share the same destination calculation.
0.0.1 · 2026-10-01

Beta 0.0.1 — Flash-style equipment changes

Aligned garage equipment changes and self-destruction flow, including a separate three-second timer, paint changes and more accurate purchase detection.

ARCHIVED UPDATE SUMMARY

  • Aligned garage equipment changes and self-destruction flow, including a separate three-second timer, paint changes and more accurate purchase detection.
0.0.1 · 2026-10-01

GedasTankai Beta 0.0.1 — a fresh start

Started the Beta phase with a new main website, updated profile selection and a shared update history.

ARCHIVED UPDATE SUMMARY

  • Started the Beta phase with a new main website, updated profile selection and a shared update history.
0.1.10 · 2026-09-04

GedasTankai ALPHA 0.1.10

Connected Flash and HTML battles through a bidirectional tank-state bridge and re-audited turret resources against the original registry.

ARCHIVED UPDATE SUMMARY

  • Connected Flash and HTML battles through a bidirectional tank-state bridge and re-audited turret resources against the original registry.
0.1.9 · 2026-09-04

GedasTankai ALPHA 0.1.9

Enabled local firing for the remaining discrete-shot turrets in the HTML client.

ARCHIVED UPDATE SUMMARY

  • Enabled local firing for the remaining discrete-shot turrets in the HTML client.
0.1.8 · 2026-09-04

GedasTankai ALPHA 0.1.8

Started restoring the remaining Flash turret effects and multiplayer state in HTML.

ARCHIVED UPDATE SUMMARY

  • Started restoring the remaining Flash turret effects and multiplayer state in HTML.
0.1.7 · 2026-09-04

GedasTankai ALPHA 0.1.7

Stream weapon states close on death and reset after respawn.

ARCHIVED UPDATE SUMMARY

  • Stream weapon states close on death and reset after respawn.
0.1.6 · 2026-09-04

GedasTankai ALPHA 0.1.6

Added server-controlled energy, damage and healing for HTML short-range stream weapons.

ARCHIVED UPDATE SUMMARY

  • Added server-controlled energy, damage and healing for HTML short-range stream weapons.
0.1.5 · 2026-09-04

GedasTankai ALPHA 0.1.5

Started reference-based restoration of all short-range stream weapons in HTML.

ARCHIVED UPDATE SUMMARY

  • Started reference-based restoration of all short-range stream weapons in HTML.
0.1.4 · 2026-09-04

GedasTankai ALPHA 0.1.4

Brought the HTML battle HUD and Flash tank state closer to the original client.

ARCHIVED UPDATE SUMMARY

  • Brought the HTML battle HUD and Flash tank state closer to the original client.
0.1.3 · 2026-09-04

GedasTankai ALPHA 0.1.3

Restored tank destruction effects, self-destruction, an initial authoritative Smoky firing implementation and the complete Flash map resource catalogue.

ARCHIVED UPDATE SUMMARY

  • Restored tank destruction effects, self-destruction, an initial authoritative Smoky firing implementation and the complete Flash map resource catalogue.
0.1.2 · 2026-09-03

GedasTankai ALPHA 0.1.2

Unified the ALPHA version and restored Flash tank support, spawn ghost state, the battle scoreboard and one-click launch tools.

ARCHIVED UPDATE SUMMARY

  • Unified the ALPHA version and restored Flash tank support, spawn ghost state, the battle scoreboard and one-click launch tools.
2.0.5 · 2026-09-03

Flash tank support and battle scoreboard

HTML tanks use their actual hull dimensions, original map spawn points and a Flash-style Tab scoreboard.

ARCHIVED UPDATE SUMMARY

  • HTML tanks use their actual hull dimensions, original map spawn points and a Flash-style Tab scoreboard.
2.0.4 · 2026-09-03

Flash maps in the HTML client

The HTML client loads the original map, resources, lighting and spawn points for live server battles. Began synchronising battle state between clients.

ARCHIVED UPDATE SUMMARY

  • The HTML client loads the original map, resources, lighting and spawn points for live server battles. Began synchronising battle state between clients.
2.0.3 · 2026-09-03

Shared Flash and HTML garage

The HTML client uses the same account rank, crystals, inventory and equipped tank as the Flash client.

ARCHIVED UPDATE SUMMARY

  • The HTML client uses the same account rank, crystals, inventory and equipped tank as the Flash client.
2.0.2 · 2026-09-03

Island Deathmatch battle

Added a separate six-player Island Deathmatch battle to the HTML lobby with a full battle information HUD.

ARCHIVED UPDATE SUMMARY

  • Added a separate six-player Island Deathmatch battle to the HTML lobby with a full battle information HUD.
2.0.1 · 2026-09-03

Server-backed HTML sign-in

The HTML client validates the ProTanki account on the server and receives the battle list only after successful sign-in.

ARCHIVED UPDATE SUMMARY

  • The HTML client validates the ProTanki account on the server and receives the battle list only after successful sign-in.
2.0.0 · 2026-09-03

Classic bot-filled battle list

Replaced old test premade battles with ten popular maps from the 2012–2020 era and appropriate game modes.

ARCHIVED UPDATE SUMMARY

  • Replaced old test premade battles with ten popular maps from the 2012–2020 era and appropriate game modes.
1.9.9 · 2026-09-03

Original Touché kit artwork

Replaced an incorrect fallback image on the Touché garage card and detail window with the original complete tank illustration.

ARCHIVED UPDATE SUMMARY

  • Replaced an incorrect fallback image on the Touché garage card and detail window with the original complete tank illustration.
1.9.8 · 2026-09-02

M3 kits remain available at Generalissimo

Tank kits containing an M3 hull or turret remain visible and purchasable after reaching Generalissimo.

ARCHIVED UPDATE SUMMARY

  • Tank kits containing an M3 hull or turret remain visible and purchasable after reaching Generalissimo.
1.9.7 · 2026-09-02

Large bot battles and correct out-of-bounds limits

Reduced critical client command congestion in large bot battles and stopped treating legitimate low-lying arenas as out of bounds.

ARCHIVED UPDATE SUMMARY

  • Reduced critical client command congestion in large bot battles and stopped treating legitimate low-lying arenas as out of bounds.
1.9.6 · 2026-09-02

Bot options for custom battles

Added a bot toggle and quantity selector to battle creation, respecting the map and mode capacity.

ARCHIVED UPDATE SUMMARY

  • Added a bot toggle and quantity selector to battle creation, respecting the map and mode capacity.
1.9.5 · 2026-09-02

Ramp paths and more stable bot targeting

Bots detect ramp slopes from map.xml collision geometry, align before entry and retain targets more consistently.

ARCHIVED UPDATE SUMMARY

  • Bots detect ramp slopes from map.xml collision geometry, align before entry and retain targets more consistently.
1.9.4 · 2026-09-02

Bot recovery along CTF routes

Tanks displaced by Flash physics rejoin the forward section of their A* route instead of trying to return to one missed waypoint.

ARCHIVED UPDATE SUMMARY

  • Tanks displaced by Flash physics rejoin the forward section of their A* route instead of trying to return to one missed waypoint.
1.9.3 · 2026-09-02

Active CTF bot attack roles

One bot remains the main flag collector while teammates advance into enemy territory and pursue visible opponents instead of waiting at midfield points.

ARCHIVED UPDATE SUMMARY

  • One bot remains the main flag collector while teammates advance into enemy territory and pursue visible opponents instead of waiting at midfield points.
1.9.2 · 2026-09-02

Smoother bot route following

Bots no longer brake at every A* corner or return to the previous route node after periodic replanning.

ARCHIVED UPDATE SUMMARY

  • Bots no longer brake at every A* corner or return to the previous route node after periodic replanning.
1.9.1 · 2026-09-02

CTF objectives and bot aiming

Bots retain flag objectives instead of switching to arbitrary cover points. Turrets receive the correct Flash left and right commands.

ARCHIVED UPDATE SUMMARY

  • Bots retain flag objectives instead of switching to arbitrary cover points. Turrets receive the correct Flash left and right commands.
1.9.0 · 2026-09-02

Bot heading stability and A* routes

Bot AI uses the Flash hull yaw directly and avoids driving forwards while facing far away from the next waypoint.

ARCHIVED UPDATE SUMMARY

  • Bot AI uses the Flash hull yaw directly and avoids driving forwards while facing far away from the next waypoint.
1.8.9 · 2026-09-01

Correct bot movement direction

The server reads Flash movement angles in radians so AI can determine when a bot is aligned to drive forwards.

ARCHIVED UPDATE SUMMARY

  • The server reads Flash movement angles in radians so AI can determine when a bot is aligned to drive forwards.
1.8.8 · 2026-09-01

Removed periodic bot position corrections

The old remote-tank watchdog no longer overwrites bots controlled by the Flash physics host every four seconds.

ARCHIVED UPDATE SUMMARY

  • The old remote-tank watchdog no longer overwrites bots controlled by the Flash physics host every four seconds.
1.8.7 · 2026-09-01

Bot physics without handover teleports

Brief client pauses or missed frames no longer switch bots between Flash and server physics.

ARCHIVED UPDATE SUMMARY

  • Brief client pauses or missed frames no longer switch bots between Flash and server physics.
1.8.6 · 2026-09-01

Reliable Flash bot controls

Bot track commands reach the Flash rigid body directly. Invalid falling snapshots no longer cause repeated respawns.

ARCHIVED UPDATE SUMMARY

  • Bot track commands reach the Flash rigid body directly. Invalid falling snapshots no longer cause repeated respawns.
1.8.5 · 2026-09-01

Original Flash physics for bots

An automatically selected client simulates bot hulls with the same physics as the player tank, while the server controls their AI.

ARCHIVED UPDATE SUMMARY

  • An automatically selected client simulates bot hulls with the same physics as the player tank, while the server controls their AI.
1.8.4 · 2026-09-01

Smoother bots and clearer Polygon ramps

Bots spread across descents and avoid collision seams. The final CTF capture no longer triggers a Gold Box drop.

ARCHIVED UPDATE SUMMARY

  • Bots spread across descents and avoid collision seams. The final CTF capture no longer triggers a Gold Box drop.
1.8.3 · 2026-09-01

Clearer CTF traffic and full-size tank checks

Improved traffic around flags and ramps and extended hull physics checks to the full tank. Refined joining and client effects.

ARCHIVED UPDATE SUMMARY

  • Improved traffic around flags and ramps and extended hull physics checks to the full tank. Refined joining and client effects.
1.8.2 · 2026-09-01

Safer bot traffic near platforms

Bots spread out around control points and avoid sideways manoeuvres at platform edges.

ARCHIVED UPDATE SUMMARY

  • Bots spread out around control points and avoid sideways manoeuvres at platform edges.
1.8.1 · 2026-09-01

Persistent account storage

Server updates use the same persistent account database.

ARCHIVED UPDATE SUMMARY

  • Server updates use the same persistent account database.
1.8.0 · 2026-09-01

More stable server and launcher foundation

Updated the runtime foundation, improved release reliability and strengthened automatic client updates.

ARCHIVED UPDATE SUMMARY

  • Updated the runtime foundation, improved release reliability and strengthened automatic client updates.
1.7.9 · 2026-09-01

Stability and update foundations

Updated the server runtime, hardened the updater and reduced database connection overhead.

ARCHIVED UPDATE SUMMARY

  • Updated the server runtime, hardened the updater and reduced database connection overhead.
1.7.8 · 2026-09-01

Server and update security

Added administration permissions, signed updates and network overload protection.

ARCHIVED UPDATE SUMMARY

  • Added administration permissions, signed updates and network overload protection.
1.7.7 · 2026-08-31

Mines, supply timers and bot ramps

Improved mine detonation, separated supply duration and activation timers, and refined bot ramp traffic.

ARCHIVED UPDATE SUMMARY

  • Improved mine detonation, separated supply duration and activation timers, and refined bot ramp traffic.
1.7.6 · 2026-08-31

More active bots, kill feed and AIR / 120 FPS

Added independent bot searching, CTF attacks and cover behaviour, victim kill notifications and optional VSync control through F10.

ARCHIVED UPDATE SUMMARY

  • Added independent bot searching, CTF attacks and cover behaviour, victim kill notifications and optional VSync control through F10.
1.7.5 · 2026-08-31

Network load and bot collisions

Reduced redundant battle updates, separated Ping handling for loaded battles and strengthened bot reversing near walls.

ARCHIVED UPDATE SUMMARY

  • Reduced redundant battle updates, separated Ping handling for loaded battles and strengthened bot reversing near walls.
1.7.4 · 2026-08-31

Remote player hit registration

Adjusted validation so legitimate remote hits are not rejected because of packet delay. Bot target ranges follow weapon roles.

ARCHIVED UPDATE SUMMARY

  • Adjusted validation so legitimate remote hits are not rejected because of packet delay. Bot target ranges follow weapon roles.
1.7.3 · 2026-08-31

100 bot names and immediate player controls

Added varied bot names and faster bot joining. Human controls and supply pickups no longer wait for bot loading.

ARCHIVED UPDATE SUMMARY

  • Added varied bot names and faster bot joining. Human controls and supply pickups no longer wait for bot loading.
1.7.2 · 2026-08-31

Bot spawn protection and wall recovery

Restored the original bot ghost phase and made stuck hulls reverse by more than their full length.

ARCHIVED UPDATE SUMMARY

  • Restored the original bot ghost phase and made stuck hulls reverse by more than their full length.
1.7.1 · 2026-08-31

Bot visibility and targeting corrections

Bots reject targets behind walls and stop stream damage when an obstacle blocks the firing corridor.

ARCHIVED UPDATE SUMMARY

  • Bots reject targets behind walls and stop stream damage when an obstacle blocks the firing corridor.
1.7.0 · 2026-08-31

Bot team tactics and visibility

Bots use safer routes, coordinate CTF actions and check walls and tanks along firing lines.

ARCHIVED UPDATE SUMMARY

  • Bots use safer routes, coordinate CTF actions and check walls and tanks along firing lines.
1.6.9 · 2026-08-31

CTF flag return timer

Compiled automatic flag return and bot shot obstruction checks.

ARCHIVED UPDATE SUMMARY

  • Compiled automatic flag return and bot shot obstruction checks.
1.6.8 · 2026-08-31

CTF round endings and bot combat rules

Stopped late Gold Box drops, added automatic flag return and checked obstacles and tanks in bot firing paths.

ARCHIVED UPDATE SUMMARY

  • Stopped late Gold Box drops, added automatic flag return and checked obstacles and tanks in bot firing paths.
1.6.7 · 2026-08-31

Launcher Top 5 statistics

The Top 5 player card shows rank, XP, kills and deaths alongside nicknames.

ARCHIVED UPDATE SUMMARY

  • The Top 5 player card shows rank, XP, kills and deaths alongside nicknames.
1.6.6 · 2026-08-31

Bot support, Isida healing and Railgun stability

Separated physical support from navigation checks and added bot overturning and teammate healing.

ARCHIVED UPDATE SUMMARY

  • Separated physical support from navigation checks and added bot overturning and teammate healing.
1.6.5 · 2026-08-31

Client rank update error correction

Prevented Error #1009 when a bot rank changes between tank removal and respawn.

ARCHIVED UPDATE SUMMARY

  • Prevented Error #1009 when a bot rank changes between tank removal and respawn.
1.6.4 · 2026-08-31

Hammer, bot supplies and kit rank limits

Added a dedicated Hammer controller with pellet spread, CTF bot supply collection and corrected rank limits for 79 tank kit offers.

ARCHIVED UPDATE SUMMARY

  • Added a dedicated Hammer controller with pellet spread, CTF bot supply collection and corrected rank limits for 79 tank kit offers.
1.6.3 · 2026-08-31

Polygon detours, ramp physics and reversing

Corrected platform/ramp connections and added 3D obstacle visibility checks and reachable firing-position searches.

ARCHIVED UPDATE SUMMARY

  • Corrected platform/ramp connections and added 3D obstacle visibility checks and reachable firing-position searches.
1.6.2 · 2026-08-31

Bot traffic rules and garage 3D safeguards

Bots slow down on narrow roads and use deterministic passing decisions to reduce pile-ups.

ARCHIVED UPDATE SUMMARY

  • Bots slow down on narrow roads and use deterministic passing decisions to reduce pile-ups.
1.6.1 · 2026-08-31

Battle entry recovery and distributed CTF bots

Corrected an empty garage left by failed battle loading. CTF bots distribute roles to reduce congestion.

ARCHIVED UPDATE SUMMARY

  • Corrected an empty garage left by failed battle loading. CTF bots distribute roles to reduce congestion.
1.6.0 · 2026-08-31

Automatic bot navigation across maps

The bot A* graph is generated from map.xml collision geometry, removing the need for recorded routes or prior training for new maps.

ARCHIVED UPDATE SUMMARY

  • The bot A* graph is generated from map.xml collision geometry, removing the need for recorded routes or prior training for new maps.
1.5.9 · 2026-08-31

Full bot chassis and prop collision checks

Added map object collision and partial chassis support checks to prevent bots passing through props or remaining suspended.

ARCHIVED UPDATE SUMMARY

  • Added map object collision and partial chassis support checks to prevent bots passing through props or remaining suspended.
1.5.8 · 2026-08-31

Polygon bot gravity and map.xml physics

Bots use shared map collision data, gravity and surface contacts on elevated Polygon levels.

ARCHIVED UPDATE SUMMARY

  • Bots use shared map collision data, gravity and surface contacts on elevated Polygon levels.
1.5.5 · 2026-08-31

CTF rewards and server-enforced team balance

Removed suicide rewards, scaled capture rewards by opponent count and enforced map capacity and team limits on the server.

ARCHIVED UPDATE SUMMARY

  • Removed suicide rewards, scaled capture rewards by opponent count and enforced map capacity and team limits on the server.
1.5.4 · 2026-08-31

Smoother frame and physics processing

Removed two causes of extended frame-rate drops and stalled physics catch-up after a slow frame.

ARCHIVED UPDATE SUMMARY

  • Removed two causes of extended frame-rate drops and stalled physics catch-up after a slow frame.
1.5.3 · 2026-08-31

Weapon balance based on original roles

Restored missing original weapon disadvantages and counters so higher damage has corresponding trade-offs.

ARCHIVED UPDATE SUMMARY

  • Restored missing original weapon disadvantages and counters so higher damage has corresponding trade-offs.
1.5.2 · 2026-08-31

Smoky critical hit flash

The shooter also sees the critical hit effect on the target. Damage numbers remain orange without the lightning icon.

ARCHIVED UPDATE SUMMARY

  • The shooter also sees the critical hit effect on the target. Damage numbers remain orange without the lightning icon.
1.5.1 · 2026-08-31

Smoky critical hits

Smoky critical hits accumulate probability and display orange damage numbers with a lightning icon.

ARCHIVED UPDATE SUMMARY

  • Smoky critical hits accumulate probability and display orange damage numbers with a lightning icon.
1.5.0 · 2026-08-31

Clearer bonus mission reward description

Mission text describes the bonus for completing seven missions rather than playing every day for a week.

ARCHIVED UPDATE SUMMARY

  • Mission text describes the bonus for completing seven missions rather than playing every day for a week.
1.4.9 · 2026-08-31

Wider login heading

Slightly widened only the upper Login Registered Fighter heading.

ARCHIVED UPDATE SUMMARY

  • Slightly widened only the upper Login Registered Fighter heading.
1.4.8 · 2026-08-31

Updated login and registration headings

Added centred login and registration headings and an English registration button.

ARCHIVED UPDATE SUMMARY

  • Added centred login and registration headings and an English registration button.
1.4.7 · 2026-08-31

Removed unused CAPTCHA interfaces

Registration, login and password recovery no longer create CAPTCHA fields or reserve space for them.

ARCHIVED UPDATE SUMMARY

  • Registration, login and password recovery no longer create CAPTCHA fields or reserve space for them.
1.4.6 · 2026-08-31

Login without VKontakte

Removed the unused social login block.

ARCHIVED UPDATE SUMMARY

  • Removed the unused social login block.
1.4.5 · 2026-08-31

Original Vulcan rotor details

Restored original metal details on the Vulcan rotor without applying tank paint to it.

ARCHIVED UPDATE SUMMARY

  • Restored original metal details on the Vulcan rotor without applying tank paint to it.
1.4.4 · 2026-08-30

New menu headings and stable Vulcan rotor materials

Applied stone-and-green-glow headings and restored the Vulcan rotor material after garage resource cleanup.

ARCHIVED UPDATE SUMMARY

  • Applied stone-and-green-glow headings and restored the Vulcan rotor material after garage resource cleanup.
1.4.3 · 2026-08-30

Promotion billboard 3DS stability correction

Corrected a Promotion library material mismatch that caused Error #1009 while loading maps and sent players into spectator mode.

ARCHIVED UPDATE SUMMARY

  • Corrected a Promotion library material mismatch that caused Error #1009 while loading maps and sent players into spectator mode.
1.4.2 · 2026-08-30

Automatic updates and interface artwork

The launcher installs new versions automatically. Updated Vulcan rotor, billboard and Current Battles heading artwork.

ARCHIVED UPDATE SUMMARY

  • The launcher installs new versions automatically. Updated Vulcan rotor, billboard and Current Battles heading artwork.
1.4.1 · 2026-08-30

Vulcan rotor and billboard textures

The rotor no longer inherits tank paint, and billboard screens use a separate full-format GedasTankai image.

ARCHIVED UPDATE SUMMARY

  • The rotor no longer inherits tank paint, and billboard screens use a separate full-format GedasTankai image.
1.4.0 · 2026-08-30

Micro-upgrade window cleanup

Removed the remaining old Settings and timed-upgrade window elements.

ARCHIVED UPDATE SUMMARY

  • Removed the remaining old Settings and timed-upgrade window elements.
1.3.9 · 2026-08-30

Unified micro-upgrade controls

A single Upgrade button controls overall turret or hull progress while retaining all characteristic rows.

ARCHIVED UPDATE SUMMARY

  • A single Upgrade button controls overall turret or hull progress while retaining all characteristic rows.
1.3.8 · 2026-08-30

Smoother garage micro-upgrades

Purchases update the open garage window instead of reloading the entire garage after each upgrade step.

ARCHIVED UPDATE SUMMARY

  • Purchases update the open garage window instead of reloading the entire garage after each upgrade step.
1.3.6 · 2026-08-30

Micro-upgrade system activation

Enabled the hidden weapon and hull micro-upgrade window and connected it to prices, characteristic progression and account persistence.

ARCHIVED UPDATE SUMMARY

  • Enabled the hidden weapon and hull micro-upgrade window and connected it to prices, characteristic progression and account persistence.
1.3.5 · 2026-08-30

Real-time client diagnostics

Added a separate debug client that saves full Flash stack traces and displays errors for the current session.

ARCHIVED UPDATE SUMMARY

  • Added a separate debug client that saves full Flash stack traces and displays errors for the current session.
1.3.4 · 2026-08-30

Bot navigation around rocks and terrain

Routes account for full tank width instead of only a free centre point, providing safer corridors around Island rocks and steep terrain.

ARCHIVED UPDATE SUMMARY

  • Routes account for full tank width instead of only a free centre point, providing safer corridors around Island rocks and steep terrain.
1.3.3 · 2026-08-30

Vulcan rotor axial animation

Rotated the visible battle rotor around its longitudinal axis without changing the working turret hierarchy or position.

ARCHIVED UPDATE SUMMARY

  • Rotated the visible battle rotor around its longitudinal axis without changing the working turret hierarchy or position.
1.3.2 · 2026-08-30

Vulcan rotor rendering correction

The battle scene uses the authentic barrel object hierarchy and transform already shown correctly in the garage preview.

ARCHIVED UPDATE SUMMARY

  • The battle scene uses the authentic barrel object hierarchy and transform already shown correctly in the garage preview.
1.3.1 · 2026-08-30

Vulcan rotor battle hierarchy correction

Attached the separate rotor to the rendered turret root so the garage-visible component remains present in battle.

ARCHIVED UPDATE SUMMARY

  • Attached the separate rotor to the rendered turret root so the garage-visible component remains present in battle.
1.3.0 · 2026-08-30

Authentic Vulcan rotor model

Moved Vulcan animation from an incorrectly extracted outer shell to the original separate multi-barrel rotor.

ARCHIVED UPDATE SUMMARY

  • Moved Vulcan animation from an incorrectly extracted outer shell to the original separate multi-barrel rotor.
1.2.9 · 2026-08-29

Separate Vulcan barrel coordinates

Moved barrel vertices into their own local coordinate system so the node rotates on its axis instead of orbiting the turret or tank.

ARCHIVED UPDATE SUMMARY

  • Moved barrel vertices into their own local coordinate system so the node rotates on its axis instead of orbiting the turret or tank.
1.2.8 · 2026-08-29

Vulcan animation linkage and aiming assistance

Linked barrel animation directly to the rendered turret instance. Aim assistance includes visible tanks below and to either side.

ARCHIVED UPDATE SUMMARY

  • Linked barrel animation directly to the rendered turret instance. Aim assistance includes visible tanks below and to either side.
1.2.7 · 2026-08-29

Vulcan barrels and billboard corrections

Animated the barrel assembly as a geometry node around its axis and restored billboard screen texture mapping.

ARCHIVED UPDATE SUMMARY

  • Animated the barrel assembly as a geometry node around its axis and restored billboard screen texture mapping.
1.2.6 · 2026-08-29

Vulcan barrel position correction

Restored the separated barrel assembly’s local position while retaining the original UV rotation animation.

ARCHIVED UPDATE SUMMARY

  • Restored the separated barrel assembly’s local position while retaining the original UV rotation animation.
1.2.5 · 2026-08-29

Original Vulcan UV barrel animation

Replaced 3D barrel movement with the original texture UV rotation approach in this historical implementation.

ARCHIVED UPDATE SUMMARY

  • Replaced 3D barrel movement with the original texture UV rotation approach in this historical implementation.
1.2.3 · 2026-08-29

Vulcan barrel rotation axis correction

Rotated the barrel assembly around its longitudinal axis rather than around the turret centre.

ARCHIVED UPDATE SUMMARY

  • Rotated the barrel assembly around its longitudinal axis rather than around the turret centre.
1.2.2 · 2026-08-29

Vulcan geometry and billboard corrections

Selected the actual barrel geometry from the cloned model and delivered GedasTankai billboards under a new resource identifier.

ARCHIVED UPDATE SUMMARY

  • Selected the actual barrel geometry from the cloned model and delivered GedasTankai billboards under a new resource identifier.
1.2.1 · 2026-08-29

Vulcan barrel spin-up

Separated the barrel geometry from the turret and animated it as an independent object.

ARCHIVED UPDATE SUMMARY

  • Separated the barrel geometry from the turret and animated it as an independent object.
1.2.0 · 2026-08-29

Isolated Vulcan barrel animation

Restricted rotation to the barrel mesh so hull and turret containers remain stable.

ARCHIVED UPDATE SUMMARY

  • Restricted rotation to the barrel mesh so hull and turret containers remain stable.
1.1.6 · 2026-08-29

Vulcan upper-centre aim refinement

Stabilised aim assistance around the visible tank’s upper centre and restricted it to one target at a time.

ARCHIVED UPDATE SUMMARY

  • Stabilised aim assistance around the visible tank’s upper centre and restricted it to one target at a time.
1.1.5 · 2026-08-29

Billboard resource delivery correction

Assigned a new version to GedasTankai billboard libraries so returning clients download the updated artwork.

ARCHIVED UPDATE SUMMARY

  • Assigned a new version to GedasTankai billboard libraries so returning clients download the updated artwork.
1.1.4 · 2026-08-29

Battle Info stability and map advertising

Corrected the Deathmatch Battle Info Error #1009 and installed GedasTankai artwork on summer and winter billboards.

ARCHIVED UPDATE SUMMARY

  • Corrected the Deathmatch Battle Info Error #1009 and installed GedasTankai artwork on summer and winter billboards.
1.1.3 · 2026-08-29

Battle timer and Vulcan targeting corrections

The round timer starts only after a player enters. Added barrel geometry animation and limited tracking of visible Vulcan targets.

ARCHIVED UPDATE SUMMARY

  • The round timer starts only after a player enters. Added barrel geometry animation and limited tracking of visible Vulcan targets.
1.1.2 · 2026-08-29

UTF-8 news and Vulcan spin-up corrections

Served launcher news with correct UTF-8 encoding and animated Vulcan barrels during spin-up.

ARCHIVED UPDATE SUMMARY

  • Served launcher news with correct UTF-8 encoding and animated Vulcan barrels during spin-up.
1.1.1 · 2026-08-29

Mouse lock error and turret controls

Corrected Error #3707, which prevented keyboard turret control when Mouse Controls were disabled.

ARCHIVED UPDATE SUMMARY

  • Corrected Error #3707, which prevented keyboard turret control when Mouse Controls were disabled.
1.1.0 · 2026-08-29

Reliable return to keyboard controls

Disabling Mouse Controls immediately restores keyboard control.

ARCHIVED UPDATE SUMMARY

  • Disabling Mouse Controls immediately restores keyboard control.
1.0.9 · 2026-08-29

Vulcan effect stability correction

Corrected a client crash during battle loading after the first Vulcan animation implementation.

ARCHIVED UPDATE SUMMARY

  • Corrected a client crash during battle loading after the first Vulcan animation implementation.
1.0.8 · 2026-08-29

Vulcan firing and barrel animation

Used the actual Vulcan flame, tracer and rotating-barrel resources instead of a non-working generic effect.

ARCHIVED UPDATE SUMMARY

  • Used the actual Vulcan flame, tracer and rotating-barrel resources instead of a non-working generic effect.
1.0.7 · 2026-08-29

Smoother mouse controls

Optimised mouse camera and turret input processing to reduce periodic frame-processing spikes while turning.

ARCHIVED UPDATE SUMMARY

  • Optimised mouse camera and turret input processing to reduce periodic frame-processing spikes while turning.
1.0.5 · 2026-08-29

Complete Vulcan firing cycle

Separated Vulcan from Firebird effects and added spin-up, heat, spin-down and turret slowdown behaviour.

ARCHIVED UPDATE SUMMARY

  • Separated Vulcan from Firebird effects and added spin-up, heat, spin-down and turret slowdown behaviour.
1.0.4 · 2026-08-29

Consistent Vulcan garage previews

Aligned Vulcan and kit renders with the original garage image format used by other turrets.

ARCHIVED UPDATE SUMMARY

  • Aligned Vulcan and kit renders with the original garage image format used by other turrets.
1.0.3 · 2026-08-29

Vulcan garage image corrections

Replaced incorrect texture atlases with official turret renders and sized kit detail illustrations correctly.

ARCHIVED UPDATE SUMMARY

  • Replaced incorrect texture atlases with official turret renders and sized kit detail illustrations correctly.
1.0.2 · 2026-08-29

Vulcan turret and kits

Added Vulcan as a separate rapid-fire turret with original resources, server-controlled damage and a complete kit line.

ARCHIVED UPDATE SUMMARY

  • Added Vulcan as a separate rapid-fire turret with original resources, server-controlled damage and a complete kit line.
1.0.1 · 2026-08-29

Hammer kit image cache refresh

Assigned a new resource version to kit illustrations so clients replace cached old images.

ARCHIVED UPDATE SUMMARY

  • Assigned a new resource version to kit illustrations so clients replace cached old images.
1.0.0 · 2026-08-29

Original Hammer kit illustrations

Replaced temporary turret images in five Hammer kits with original complete tank cards.

ARCHIVED UPDATE SUMMARY

  • Replaced temporary turret images in five Hammer kits with original complete tank cards.
0.9.9 · 2026-08-29

Branded GedasTankai game window

Opened the game through a branded window host with its own title and GT icon.

ARCHIVED UPDATE SUMMARY

  • Opened the game through a branded window host with its own title and GT icon.
0.9.8 · 2026-08-29

GedasTankai visual identity update

Replaced the launcher heading and Windows icon with new metallic GedasTankai branding.

ARCHIVED UPDATE SUMMARY

  • Replaced the launcher heading and Windows icon with new metallic GedasTankai branding.
0.9.7 · 2026-08-29

Launcher information centre

Added a persistent server update feed and full version archive.

ARCHIVED UPDATE SUMMARY

  • Added a persistent server update feed and full version archive.
0.9.6 · 2026-08-29

Rankings and server telemetry

Displayed live server status and persistent Top 5 player rankings in the launcher.

ARCHIVED UPDATE SUMMARY

  • Displayed live server status and persistent Top 5 player rankings in the launcher.
0.9.5 · 2026-08-29

Server stability update

Strengthened battle lifecycle handling, packet isolation and database operation reliability.

ARCHIVED UPDATE SUMMARY

  • Strengthened battle lifecycle handling, packet isolation and database operation reliability.
0.9.4 · 2026-08-29

GedasTankai identity update

Replaced the original ProTanki transition-screen advertisement with GedasTankai artwork.

ARCHIVED UPDATE SUMMARY

  • Replaced the original ProTanki transition-screen advertisement with GedasTankai artwork.