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2026-07-25

Undead Patch Notes — Planned Paths Can Revisit Tiles

Tiles already on your queued move path are clickable again for revisits and loops, as long as they stay adjacent to the queue tail and passable.

Date: 25 July 2026

Status: Live on production (frontend only, no DB migration)

This pass fixes move planning on the tactical map. Previously, steps still waiting in the queue locked those tiles so you could not click them again. Circling a building often left nearby cells “owned” by the plan until those moves finished—so you could not walk back without waiting.

Live site (after deploy): https://undead.punkcan.art Updates index: https://undead.punkcan.art/docs/updates


1. Revisits on the planned path

When you queue adjacent moves on the map:

  • You can click a tile that already appears on the planned route (loops, backtracks, return steps)
  • It must still be adjacent to the queue tail (last queued move target; or your current tile if the queue is empty) and passable
  • The queue tail itself, walls/water, and out-of-bounds tiles stay blocked

The same coordinates may appear more than once in the move queue. The server already checked adjacency from the projected end of the path; this change mainly stops the client treating “already on the path” as a hard deny.

Queue markers (Q1, Q2, …) remain; if a tile is revisited, the label shows the latest step number.


2. What this does not do

  • Clicking a mid-path tile does not auto-truncate later steps by itself
  • To change a plan, cancel a queued action (which clears that action and later queued steps for the same character) or wait for ticks to resolve

Try this

  1. Open /game and queue several moves around a building or obstacle.
  2. From the queue tail, click a previously planned adjacent tile and confirm another move enqueues.
  3. Check that the queue can show duplicate coordinates and markers stay readable.