Period: December 10, 2025 Total Commits: 10
Hey, here’s what we’ve been working on. Today was mostly about cleaning up pathing weirdness, teaching bots some new tricks, and tightening the UI where it matters.
What’s New
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Hover previews in the bottom bar
- The info panel now shows on hover for minion/tower buttons. Clicking still selects; hover just previews so you can scan builds faster without committing.
- Impact: quicker decision-making during high APM moments; fewer misclicks while scouting options.
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Bots now use road-only towers correctly
- Wind and spikes (and other road-only builds) are supported by the placement system. Bots can place them directly on paths instead of skipping them.
- Impact: more realistic bot defenses and better practice matches that mimic human builds.
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Small navigation touch-ups
- Added a back button to the encyclopedia header for mobile in landscape.
- Added an FAQ to the playtest page to answer common setup questions.
What Got Fixed
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Minions no longer march to rubble
- Fixed a bug where minions would keep pathing to destroyed castles and sometimes oscillate between dead targets.
- We now invalidate pathfinding data when a castle falls and retarget all relevant minions using the correct team perspective. Also covered single-minion cases with tests so they won’t wander to their own team’s castle or bounce between coordinates.
- Impact: pushes resolve cleanly after a castle is down; less stutter in late-game flow.
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Castle damage scales per minion level (as intended)
- Damage is now stored per minion instance instead of shared via config. Higher-level waves hit harder; low-level trash stays low-impact.
- Impact: clearer power curve and more meaningful level investment against castle defenses.
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Split-screen castle selection picks the right board
- Clicking a castle on one board no longer selects the same coordinate on another board. Only the board you clicked matters.
- Impact: fewer misplays in local matches and better spectator clarity.
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Bots respect goldflow when placing towers
- Fixed an issue where bots were effectively reading the goldflow map with the wrong grid, leading to random placement. They now evaluate ranges correctly and fall back to a randomized sweep when no data is available to avoid positional bias.
- Impact: more consistent bot setups near valuable lanes and chokepoints.
Under the Hood
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Bot roster and data hygiene
- Added missing towers across all bot personalities (including spikes, wind, speed-booster, super-laser, turret, volcano, wall).
- Replaced an invalid tower ID and added a script to generate personalities for future updates.
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Pathing and tests
- Added unit tests covering minion retargeting in multi-castle, FFA, and edge cases. This should keep the “castle loop” bug from sneaking back in.
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Test stability and cleanup
- Consolidated login flows in integration tests, fixed a selector in encyclopedia tests, and excluded test artifacts from version control to keep the repo clean.
That’s it for today. The changes here target match clarity and competitive reliability—less weirdness when castles fall, bots that play a fuller meta, and a UI that gets out of your way when you’re scanning options. If you spot pathing that still looks off or bot builds that feel wrong, send details and we’ll dig in.