Period: October 6, 2025 Total Commits: 7
Hey — here’s what we’ve been working on
Today’s build focuses on controlling your own frontline: you can now destroy your minion spawn points. We also aligned ownership visuals across the board, added a quick upgrade hotkey, and tightened up the level-up UI so it communicates resistances better and avoids accidental closes. Bots learned how to keep up with spawn changes too.
What’s New
Spawn destruction (player-controlled)
You can now remove your own minion spawn points when a plan changes mid-match. It’s straightforward and immediate.
- New “Destroy” action on spawn points
- Available on your own spawns in the info panel
- Shows “+0 gold” to make it clear there’s no refund
- Spawn is removed instantly; other players see it disappear in real time
- Minions from that spawn stop spawning right away
- Economy impact is simple:
- No refund
- You keep all income already earned from that spawn
This gives you more control in PvP: clear the board to pivot lanes, cut losses on a weak position, or free up attention for a stronger push.
[screenshot: spawn point info panel with Destroy action at 9b01b58]
Ownership highlights, unified
Tile highlights for owned structures now use the same green shade and border across towers and spawn points. It’s the same color you see in the player indicator, so your assets read consistently at a glance.
- Towers: green tile shade + border, centered correctly, updates on place/destroy
- Spawn points: same treatment, renders beneath spawn icons with proper z-order
- Implemented with cached geometries and materials to keep frame times stable
[screenshot: green highlight on player-owned towers at d94a231] [screenshot: green highlight on player-owned spawn points at 91939aa]
Faster actions with a hotkey
- Press U to upgrade the selected spawn point
- If a spawn point isn’t selected, it falls back to upgrading your selected tower
Small, but it takes a few clicks out of common upgrade flows.
Level-up clarity: resistances and modal behavior
The level-up screen now shows minion resistances directly in the detail card.
- Color-coded resistances: green for positive, red for negative
- Mirrors the InfoPanel layout for quicker scanning
- Prevents closing the level 1 modal by clicking the overlay — you need to pick units, which avoids accidental dismissals mid-match
[screenshot: level-up modal with resistance display at d57f313]
What Got Fixed (and polished)
- Level-up modal safety: No more closing the level 1 modal by clicking the backdrop. You select your units, then move on.
- UI consistency pass
- Level-up button uses the unified green scheme
- Updated label to “LEVEL UP · 500g” for readability
- Removed bold styling for better hierarchy
- Player indicator opacity adjusted: background 0.25, border 0.75 for clearer team identity
- Spawn removal behavior: When you destroy a spawn, it’s removed from all assignments and minions stop spawning from it. This now behaves consistently for all clients.
Under the Hood
Reliable action flow for spawn destruction
We wired the full pipeline for destroy actions so it’s predictable and synced:
- Client sends a destroy request
- Server validates ownership and updates the authoritative state
- Server broadcasts the result
- Client converts it to the local destroy format and processes it in the simulation
- Spawn assignment is removed and the board updates immediately
This keeps all clients on the same page and reduces edge cases in PvP skirmishes when a spawn disappears mid-wave.
Bots stay in sync
Bots now process spawn destruction from any source — humans, other bots, or their own confirmed actions. They use the same simulation core pathway as players, so behavior is consistent and state doesn’t drift during practice matches.
Rendering and performance notes
Ownership highlights use cached geometries/materials and correct z-ordering so they look clean without adding noise to the renderer. It’s a small thing that helps keep the frame stable during heavy placement phases.
That’s the snapshot for today. The spawn controls and visual clarity should make mid-match decisions easier and faster. If you run into weird edge cases around destroying spawns or upgrading with the hotkey, let us know what happened and we’ll dig in.