Patch Notes Page 116
Patch Notes Index
Return to the patch-note index.
Previous Page
Newer entries.
Next Page
Older entries.
v0.0.255
Section titled “v0.0.255”- 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.
v0.0.256
Section titled “v0.0.256”- 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.
v0.0.257
Section titled “v0.0.257”- TMX maps now render flipped tiles (horizontal/vertical/diagonal) as authored.
- Removed stale scenery asset references to stop missing-texture warnings.
v0.0.258
Section titled “v0.0.258”- Balance: tripled base enemy spawns per wave.
v0.0.259
Section titled “v0.0.259”- Spawns now treat Water/Buildings layers as hard-blocked regardless of Passable overrides, preventing enemies from spawning on impassable tiles.
v0.0.260
Section titled “v0.0.260”- Spawns: enforced navgrid-blocking for off-wave enemies (event spawners, hotzone elites, boss minions) and slime splits, preventing water/building spawns.
v0.0.261
Section titled “v0.0.261”- Navigation: clamp navmesh-driven enemy movement to walkable triangles to prevent bridge-edge water cutoffs.
v0.0.262
Section titled “v0.0.262”- Navigation: added navmesh inflation with bridge protection to keep paths centered across narrow crossings.