Period: August 27, 2025
Total Commits: 14
Hey — here’s what we pushed today. Focused on clarity and competitive flow: smarter minion routing, a new tower to play with, a cleaner bottom bar, and a proper InfoPanel. We also put time into guest onboarding and alpha infra so it’s easier to jump in and play.
What’s New
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Smarter minion routing
- Minions now target the castle they can reach via the shortest actual path, not a fixed order.
- This removes weird edge cases where minions ran past a better target and improves PvP pressure reads.
- You should feel counterplay decisions (block, bait, reroute) matter more.
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New death-and-decay tower (plus better animations)
- Brought in the death-and-decay tower and cleaned up sprite handling to show the right frames at the right time.
- Detonation frames are supported in non-instanced projectiles, so explosions look like explosions instead of sprite sheets.
- Practical effect: clearer threat zones when this tower pops.
[screenshot: death-and-decay tower detonation frames at 5be96fd]
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Cleaner bottom bar, clearer actions
- New BottomBar layout: minions on the left, towers on the right, action queue centered.
- Uses the real icons, not stand-ins. Less scanning, faster decisions under pressure.
- Styling lines up with the top bar for a more cohesive look.
[screenshot: redesigned bottom bar with minion and tower icons at 54a70c0]
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InfoPanel + team color pass
- Selecting a tower or minion shows detailed stats: damage, range, cooldown countdown, kill count, health, and costs.
- Team colors are carried through headers so ownership is obvious in PvP.
- You can have a tower and a minion selected at the same time; right-click to clear both.
[screenshot: info panel with team color highlights at 472e371]
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Placement clarity and color coding
- You can now select towers even when you don’t have enough gold.
- Placement feedback colors: green = valid, yellow = insufficient gold, orange = blocks path, red = invalid.
[screenshot: tower placement colors showing yellow insufficient gold at 14c0335]
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Consistent health everywhere
- Standardized on health/maxHealth (replacing hp/maxHp) across entities and UI.
- Tower cooldowns now show a clear countdown timer instead of ambiguous states.
What Got Fixed
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Projectiles lingering on screen
- Cleaned up instanced projectile data so dead targets don’t leave ghost shots behind.
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Minions walking through new towers
- Path recalculates when towers are dropped, so routes update and collisions behave.
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Player B team view and spawn zones
- We now initialize the correct team from chain state.
- Spawn zone colors are consistent: green on opponent board (you can place), red on your own (you can’t).
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Guest onboarding and wallets
- Automatic guest account creation on first visit, with clearer upgrade options.
- Fixed missing embedded wallets after refresh and made the loading state sane.
- General persistence issues should be resolved; we added logs to keep an eye on it.
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Selection and info mismatches
- White glow selection effect behaves again.
- Minion cost display now correctly shows gold (not souls).
What’s Still Broken (or at least “we’re watching it”)
- Guest accounts and wallets
- The flow is much more reliable now, but we’ll keep monitoring persistence across refreshes and environments.
- Projectile cleanup edge cases
- The fix covers the common cases; if you still see stuck visuals after chaotic fights, let us know with a timestamp.
- Path recalculation hitches
- We’re watching for micro-stutters when a lot of towers drop at once.
Under the Hood
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Alpha infra upgrades
- The alpha environment now runs on Reth instead of Anvil for better stability.
- The client reads chain ID from environment config for safer deploys.
- We’re standardizing on alpha.towerstorm.com for access and consistency.
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Rendering and animation correctness
- Proper UV coordinate calculation for multi-frame sprite sheets.
- Projectile renderer always runs a cleanup pass, even on empty sets.
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Naming and UI consistency
- Shift to health/maxHealth across code and CSS for fewer special cases and clearer debug.
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Pathfinding logic
- Distance checks now use real path length instead of naive proximity.
- Minions dynamically retarget if castle states change and won’t spawn into unwinnable boards.
What’s Next
- A pass on PvP clarity under pressure: tighter cooldown telegraphs and clearer damage/range indicators at a glance.
- More tower readability in fights: additional FX polish to separate CC from burst.
- Continued onboarding friction work so you can get into a match faster with fewer steps.
Try It Out
If you want to poke at today’s changes, play on alpha.towerstorm.com. Guest accounts are created automatically; you can upgrade to a full account from the UI. If something feels off, drop a note with what you were doing and we’ll dig in.
Thanks for the steady stream of reports on pathing oddities and stuck projectiles. It’s getting there.