Period: December 22, 2025 Total Commits: 5
Daily Dev Update: Hoppers Mode and Clearer Castles - December 22, 2025
Hey, here’s what we’ve been working on today. The big thing is Hoppers, a territory-control mode centered on capturing neutral castles. We also tightened up visuals so ownership is obvious, fixed several Hoppers-specific bugs, and made a couple of small balance tweaks to keep PvP positioning cleaner.
What’s New
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Hoppers mode is in and playable
- Neutral castles can be captured on hit and immediately switch to the new owner.
- Spawns are created dynamically on roads near your owned castles, so expansion actually changes how you attack.
- This shifts the flow from “defend one base” to “chain captures and push fronts,” which fits TowerStorm’s PvP tempo.
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Clearer ownership visuals
- All castles now use a neutral base sprite tinted to the owning team. No mixing of sprite sets anymore.
- Increased team color strength to 0.65 so ownership reads at a glance, even during busy fights.
- The goal here is readability under pressure. You should be able to glance at the map and know who holds what.
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UI clarity in Hoppers
- Info panel now shows “+N Castles Owned” and explains the ownership-based bonus.
- This replaces the previous “destroyed” language, which didn’t match how the mode actually works.
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Level editor support
- Hoppers is selectable in Map Settings, and castles can be flagged as neutral for capture.
- This helps creators build and test territory layouts without hacks.
What Got Fixed
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Castle capture flow
- Capture is instant and skips destruction/rubble to avoid misleading states. Ownership flips right away and the tint updates correctly.
- Fixed cases where the UI showed the original team instead of the current owner.
- You can now click neutral castles to view their health like any other structure.
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Pathfinding on Hoppers maps
- Units can path through castle tiles for all teams, which removes the “Failed to find path” errors on certain layouts.
- This was causing edge cases where units got confused by neutral territory.
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Spawn selection in Hoppers
- Fixed minion spawn selection to use the mode’s road-based logic. We no longer run the traditional spawn-area check that doesn’t apply here.
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Rendering stability
- Fixed a bug where tint was getting overwritten each frame. Ownership visuals now stay consistent.
Under the Hood
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Unified castle indexing across modes
- We now use a consistent global index for castles everywhere. This removes a bunch of brittle lookups and weird cross-mode edge cases.
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New helpers and validation
- Added helpers for finding castles at positions, counting team-owned castles, and detecting roads for spawns.
- Client and server both validate Hoppers spawns with the same rules to keep matches honest.
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Mode settings and rendering tweaks
- Hoppers has a dedicated config, and rendering logic was adjusted so tint updates don’t thrash each frame.