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
- Critical — MUL-1847 Agent-brain TypeError on every tick. Agents were unable to process decisions, movement intent, or behavior execution. Now resolved — all agents think normally.
- Patch — MUL-1860 CivilizationalLegendsSystem had zero event subscribers — legendary civilizational events were firing into the void. Event wiring corrected and test coverage added.
- Patch — MUL-1902 Admin dashboard showed "No Game Connected" after the game loaded. The dashboard now connects reliably on startup.
- Patch — MUL-1903 UI heading mis-aligned on narrow viewports (under 600px wide). Layout is correct at all screen sizes.
- Patch — MUL-1905 Clicking the "direct" button threw a TypeError. Interaction now works as expected.
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.