Selaco v0.86g Update - Bugs, Stability & Balance

Hello everyone,
We're still hard at work creating the next Mega Patch, which aims to be the most significant one yet, as it adds narrative elements, significantly amps up the worldbuilding of the game and updates almost every single level.
While this is currently in the works, we've been working on a number of fixes that we wanted to patch early. This patch is not as significant as the ones we did in the past, but it’s still a good step towards making Selaco a more stable, better game. After all, why would we delay bug fixes!?
Going in!
Version 0.86g
[h3]General Improvements[/h3]
- Added a system that prevents floor decals from z-fighting
- Added Light Effect Culling to give a slight performance boost during scenes that are heavy on lighting (e.g., multiple enemies shooting at the player)
- Added precaching for animated textures to reduce potential stutters
- Multiple adjustments to how UI elements are cached, aiming for more efficient memory usage
- Updated an outdated texture that mentioned 'Teddy11' instead of 'Teddy13'
- Added a transition effect when loading a saved game
- Minor artwork revisions
- Audio readability improvements for damaged Fire Extinguishers
- Slightly reduced the file size, yay!
- Special Campaign: Squad Leaders no longer spawn when 'Spawn Additional Squad Leaders' is disabled
[h3]Plasma Rifle[/h3]
- Slight increase to Damage, Magazine Capacity, and Ammo Pickup count
- Added multiple Muzzle Flash variants when firing
- Recolored Plasma Bolts to match the color of the Muzzle Flashes
- Reduced visual clutter when firing Plasma Bolts
- Added transparency to secondary crosshair elements for improved readability
- Fixed some inconsistencies in Upgrade descriptions
[h3]UC-11 SMG[/h3]
- Shock Dart now has a small amount of Area of Effect to make landing shots easier
- Fixed a bug where Shock Darts would not shock enemies when hit during a pain state
[h3]Enemy Mines[/h3]
- Enemy Mine Beeps are now brighter
- Enemy Mine Beeps will no longer be dimmed when Dimmed Muzzle Flashes is enabled
[h3]Bug Fixes[/h3]
- Rain puddles no longer cause precaching issues
- Toilet Paper spawns from Paper Dispensers can now be picked up
- 'Panic Button' upgrade no longer persists when disabled
- Recovered a missing sound effect that was meant to play near ventilation shafts
- Fixed a large number of crashes and stability issues
- Fixed an error where Metal Shrapnel particles coming from Metal Floors would never despawn
- Fixed a very stupid performance oversight with Landmines
- Fixed numerous startup issues
- Weapon Kits no longer show Automap Notifications when Automap Updates is turned off
- Fixed Rate of Fire exploit for Elephant Rounds
- Fixed an exploit where Elephant Rounds would not have any recoil
- Fixed Elephant Rounds displaying incorrect stats on older Saved Games
- Fixed an error where the Overblown upgrade lied about adding +3 damage
- Fixed a couple of menu quirks
- Fixed an error where the Grenade Launcher would be missing Display Frames when equipped shortly after loading a saved game
- (Linux) Fixed Linux mouse disappearing when clicking
A few more changes are made, but unfortunately went undocumented. Sorry about that :(
[h2]Public Beta Build[/h2]

I mention this often, but I think this is important and worth bringing up from time to time.
We aim to be highly transparent during the Early Access phase of the game. As such, we've added a Public Beta Branch that will always be available for use. Here, we apply updates on a weekly basis, often containing more experimental changes to the game. If you enjoy feeling more involved with the development process, feel free to join us here and give it a try!
Just be wary that there will be bugs. If VAC-Bots start multiplying and slowly start ruling over the humans, then you're having the authentic Public Beta Experience. No, this will not be canon!
[h2]Conclusion[/h2]
Happy to report that everything regarding development continues to go well and there are no major obstacles to bring up. There's a lot in motion, and I'm very excited to share more with you in due time.
Chapter 2 is, of course, still far away, but there's a lot to show already. Perhaps the next blog post can show some of the things we've been working on.

For the time being, here is an Anti-Armor Rocket Launcher!
Thank you for supporting our game and genuinely making Selaco even more fun to work on!
- Nexxtic
