NOTE: This version is only available on the EXPERIMENTAL game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".

Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd. However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Changed
- Reworked how the game automatically scales down effects to keep the framerate up when a lot is going on. Before it was pretty much all-or-nothing, which could be very visible when it kicked in. Now it scales smoothly in small steps, starting with the things you are least likely to notice, and fireworks far away are scaled down before the ones right in front of you. During really heavy load (like huge chain reactions) it also trims effects that are already playing, but only in ways designed to be invisible - particles you can already see are never removed, and an effect is never scaled back up mid-flight - so ideally you shouldn't really see it working, you should just get a more stable framerate, especially in big shows
- As a follow up to the new postprocessing profile from last version: adjusted a bunch of base game materials and lights (streetlamps, ceiling lights, flashlight, torch, fuses, sky/weather and more) so they look more right with the new profile and aren't overly glowy anymore. Still miss to go through some of the base game fireworks, as some particles are a little to glowy/strong now I think
### Fixed
- Fixed the game showing a startup error and not loading any of your installed mods when starting without internet. The game now starts up cleanly offline and your already downloaded mods load and work like normal (workshop browsing and multiplayer of course still need internet)
- Fixed mod names sometimes staying blank in the mod lists if the list was shown before the mod details had been loaded from mod.io - the rows now update themselves as soon as the data arrives
As an example of what I mean by the base game maps being overly glowy and bloomy prior to this update.
Before
After

Before
After

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- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]