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Patch Notes Page 116

  • Water tiles now block spawns even when placed on non-water layers, unless a bridge is present.
  • Enemy pathing honors bridge overrides when routing around rivers.
  • Navigation: added cached navmesh generation from Tiled walkability.
  • Pathfinding now uses triangle A* + funnel smoothing for enemies and mini-units.
  • Units now apply local separation steering to reduce clumping on shared destinations.
  • Debug: optional navmesh/path/avoidance overlays controlled via data/gameplay.json.
  • TMX maps now render flipped tiles (horizontal/vertical/diagonal) as authored.
  • Removed stale scenery asset references to stop missing-texture warnings.
  • Balance: tripled base enemy spawns per wave.
  • Spawns now treat Water/Buildings layers as hard-blocked regardless of Passable overrides, preventing enemies from spawning on impassable tiles.
  • Spawns: enforced navgrid-blocking for off-wave enemies (event spawners, hotzone elites, boss minions) and slime splits, preventing water/building spawns.
  • Navigation: clamp navmesh-driven enemy movement to walkable triangles to prevent bridge-edge water cutoffs.
  • Navigation: added navmesh inflation with bridge protection to keep paths centered across narrow crossings.