An epic, collision-free Thursday to you all everyone !
We just released a new update onto main featuring the long-awaited Collision Avoidance Overhaul teased a few weeks ago (No crash tease).
With this overhaul, vehicles are much more responsive and immediate in their movements, able to manoeuvre around each other RTS-style.
Another quality of life feature is structure placement snapping, whereby human structures snap to the nearest valid position.
Unit AI target selection has also seen an overhaul, where units will prefer to attack their assigned target and will otherwise prioritize enemy units that are their biggest threat. So goodbye to Rocket Tanks shooting Scouts when a Railgun Tank sits nearby.
There are a ton of other improvements such as Victory screens, loading screens and a ton of fixes, all detailed in the change log.
Work continues on AI and on the campaign as we move towards 1.0.
You can read full changelog below:
AI:
Added: Multi-waypoint support for units
Changed: Overhauled alien navigation mesh, allowing shorter path to target for aliens
Improved: Complete overhaul of collision avoidance for vehicles
Improved: Pathfinding for all units (wheeled vehicles no longer keep swerving, air units fly correctly)
Improved: AI unit target prioritizaion (no longer target only weakest unit)
Improved: AI vehicle push-back onto navmesh algorithm
Improved: AI Infantry movement is less jumpy and more fluid
Fixed: Infantry getting stuck in Sol Barracks
Fixed: Strange teleportation behaviour with infantry on occasion
Fixed: When a structure was placed, it could take several seconds before units could be ordered
Fixed: When air units were high up they would not be able to pathfind
Fixed: Phantom orders when hopping in/out of a stationary unit
Fixed: Human air units often missed their target point and kept spinning there and back
Fixed: Units incorrectly targeted some turrets
Fixed: Navmesh was not recalculated when loading a save
Fixed: Numerous NULL AI group errors in FPS commanding
Fixed: Vehicles getting stuck driving into obstacles that were on their navmesh
Fixed: Navmeshes for vehicles (light and heavy) were generated incorrectly on slopes
Optimization:
Added: More options to texture memory budget
Fixed: Flickering on lights when there were a ton of them
Gameplay:
Added: New map Industrial Quarter (industrial zone on Earth)
Added: New map The Citadel (mega-fortress with city on Baltarus)
Added: Support for team-specific objectives in Sandbox
Added: Detected target highlighting in Alien, Sol and Centauri vision modes
Changed: Centauri Harvester turns on the spot now (like a tank versus 6-point turns)
Improved: Human structure placement by auto-snapping to nearest valid points
Improved: Sandbox game mode features polished significantly
Improved: Collision damage to crystals and trees increased
Fixed: Automatically disable structure decay when unlinked in Sandbox mode
UI:
Added: Loading screens (first version)
Added: Map cycle voting at the end of a Strategy match
Added: Server name to scoreboard
Added: Victory screens for all 3 factions including stats
Added: Entity browser to Sandbox (for changing properties of selected objects)
Added: RTS notifications in top-right corner (unit lost etc)
Changed: Overhauled RTS unit icons for better readibility and control
Changed: Overhauled player tag UI elements
Improved: Construction previews of turrets spun and made it difficult to place in correct direction
Improved: New unlinked structure indicator and notification
Fixed: HUD Objectives not being cleared when resetting scenario in Sandbox
Fixed: FPS commanding UI being in wrong spot on Ultawide resolution
Fixed: Main menu and in-game menu being stretched out on Ultawide resolution
Fixed: Error when leaving direct control due to rapid saving and loading of layouts
Fixed: Resource area Indicators of other factions stayed visible when changing teams in Sandbox
Graphics:
Added: Sounds and FX for tree destruction
Improved: Monument Valley terrain details
Improved: Centaurus sky visuals overhauled
Fixed: Decals did not show on some structures
Fixed: DecalData shader error (renamed UnpackNormalmapRGorAG function)
Technical:
Added: Anti-flip to human air units (no more stuck upside down Gunships)
Fixed: Numerous holes in terrain in various maps
Fixed: Sol Harvesters flipping extremely fast
Fixed: Anti-flip failed on some small wheeled vehicles that were stationary for some time
Fixed: Look vector could be zero when projectile impact direction matched their forward vector
Multiplayer:
Added: Option to lock all players to one team in Startegy game mode
Added: Options to vote for surrender and kicking of players into the in-game menu
Fixed: Players could jump into vehicles claimed by other players
Balancing:
Changed: Reduced damage and range of Shocker slightly
Improved: Spawn locations and resources on numerous maps
Take care, enjoy and a massive THANK YOU for your support!

![Cover image of [Update] Silica V0.9.27](https://cms-cdn.bistudio.com/cms-static--silica/images/e26b15d0-9327-4141-bc0b-00243056e81c-Silica_Update - 800x450 05_2026.png)