Kothba v0.0.6 — Update Notes
Welcome back. This version is a foundation rebuild: movement, combat, and what you see on screen now follow one set of rules from the server — not several browser scripts that could disagree.
If you played v0.0.5, you may have seen hits that looked wrong, players or monsters that jumped, or sessions that felt “connected” but stopped updating. v0.0.6 fixes the root cause instead of patching symptoms.
What’s new for players
Feel & reliability
- Movement and melee sync — Your character, other players, and monsters should line up with combat much more consistently.
- Smoother monsters — Goblins and golems glide toward their real positions instead of snapping every network tick.
- Stay connected — Background keepalive and a clear disconnect message if the server stops sending updates (e.g. after being away too long).
- Combat input — Pointer and keyboard controls work together more reliably; hold Space to attack with the mouse or trackpad.
Combat & monsters
- Ranged aggro — Shooting a goblin from distance will provoke it; it will chase you even outside its normal “notice” radius.
- Soft crowds — Players and monsters gently push apart when overlapping, similar to horde-style games — no more perfect stack of circles on one tile.
Why v0.0.5 was replaced (short version)
The old client had too many places deciding where entities were. The screen, the hitbox, and effects could drift apart — especially for monsters and players on other machines. The server logic was mostly fine; presentation and sync were not.
v0.0.6 moves that work into one shared simulation used by the server and the game client, with automated tests that must pass before we ship. The browser mostly draws what it’s told; it no longer runs its own hidden physics.
What’s different under the hood (only what matters)
| Before (v0.0.5) | Now (v0.0.6) |
|---|
| JavaScript + thin WASM both “guessed” positions | Rust client sim predicts you and smooths everyone else |
| Monster circles could disagree with hits | Same circle sizes and positions the server uses |
| Manual playtesting to catch desyncs | Headless netcode tests in CI |
Thank you for testing. Please report anything that still feels off. Live direct updates will continue until a stable v1.0.0 is reached.
Play for free in your browser against other players, no account required: https://masland.tech/kothba/