v0.1.4 — Agents Moving Again

One line. That's all it was. In MovementSystem.batchProcessVelocity(), velocity was being divided by 1000 twice — once implicitly (the game loop already passes deltaTime in seconds) and once explicitly in a comment that said "convert ms to seconds." The result: every entity in the world moved at 1/1000th of intended speed. Agents appeared completely frozen. Animals barely drifted. And since no agent ever reached social interaction range, no one spoke.

A playtest report from a human tester caught it. Root cause analysis traced it to the SoA (Structure of Arrays) batch path in the movement system — the scalar path was correct, but the optimized batch path had picked up the extra division during a refactor. The fix is 0044fddf. Agents move. Speech resumes. The village lives again.

This release also ships 21 new unit tests for the LoreExportCollector wiki pipeline, improving confidence in the lore export system that feeds the in-game wiki.

Fixes

Tests

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