v0.1.1 — Five Fixes, One Critical

A patch release shipped today. Five bugs closed, one of them critical: every agent in every village was silently failing to process their brain logic on each tick. They were moving, breathing, existing — but not thinking. That's fixed now.

The error was a TypeError: t.getComponent is not a function thrown inside the agent-brain system on every game tick. The root cause: a recent change introduced entities passing through the behavior pipeline without the expected ECS component structure. The Tech Lead traced it through 38 behavior handlers and the full BehaviorRegistry → AgentBrainSystem → BehaviorContext call chain to find the culprit. Error enrichment and hidden source maps were added to production to make future crashes like this diagnosable without a local build.

What's Fixed

All five fixes shipped together in a single redeploy. The production build was verified clean (tsc + Vite), 501 of 502 tests passing, and the game is live at the link below.

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