🎁 Added
  • The robber and each terrain type now uses its own 3d model. Forest, badlands, mountains, fields, meadows, and desert are all distinct shapes with real height to them, so the board has actual relief instead of being a paint job on a flat plane.
  • A player level system has been wired in. You earn progress as you play, and your level shows up alongside your name. This is the foundation for unlockable cosmetics down the line, with level-gated 3D model variants planned for settlements, cities, roads, and the robber so higher-level players can dress their pieces with skins they've actually earned.
🎁 Added
  • A full 19-tile hex board generates fresh each match, with forests, fields, pastures, hills, mountains, and a single desert. Number tokens from 2 through 12 distribute across the tiles and drive resource production. Harbors spawn along the coast, offering 2 to 1 trades on specific resources and 3 to 1 trades on anything. The robber starts on the desert and shows up whenever a 7 is rolled.
  • Players can place settlements and upgrade them to cities, both of which produce resources whenever an adjacent tile hits the dice. Roads connect settlements and unlock new building spots, and the Longest Road bonus awards 2 extra victory points to whoever holds a chain of 5 or more road segments. Buildings are automatically tinted with the owner's color so the board stays readable at a glance.
  • Development cards bring a hidden layer to the game. The deck includes Knights for moving the robber and stealing a card, Road Building for two free roads, Year of Plenty for two resources from the bank, Monopoly for taking every copy of a resource type from opponents, and Victory Point cards kept face down until the final turn. Playing 3 or more Knights claims the Largest Army bonus for another 2 victory points.
  • Trading works two ways. Players can propose direct offers to each other through a full trade interface, or swap with the bank at 4 to 1, with harbor rates applied automatically when relevant.
  • Multiplayer is built in from the start. Lobbies support 2 to 4 players with a Ready flow and a host Start button. Bots can be added or removed from empty seats, useful for filling out a lobby or practicing strategy. A toggleable live chat sits in the corner of the HUD, and a scrollable event log tracks every roll, build, trade, and steal for up to 50 events back.
  • When someone reaches 10 victory points the match ends with a full summary screen. Final standings show the winner with a crown, and the table breaks down settlements built, cities upgraded, roads built, dice rolled, 7s rolled, resources gained, bank trades, player trades, cards stolen, cards lost, cards discarded, turns played, and the longest road length. A Leaderboards screen tracks lifetime stats across every match you play.
  • The host can hit Play Again straight from the summary screen. The board wipes, a new map generates, every counter resets, and everyone drops back to the ready up screen ready for another round. Non host players see a clear "waiting for host" message so nobody wonders what's happening.
🧼 Improved
  • Dice rolls now actually feel like rolls. The dice panel tumbles random numbers during the throw animation, and the real result only locks in the moment the dice land sound plays. The panel is also fixed width now, so double digit totals no longer cause the layout to jitter.
  • Resource gains are more readable. When a tile produces, resource icons fly through the air from the tile to the owning player, with cities producing two. The receiving player's counter only ticks up when the icon actually arrives, and the number gives a satisfying little pop so back to back gains read as distinct events instead of a single blurred jump. The gain sound is synced to the arrival too.
  • Build previews are much clearer. Hovering in any build mode shows a translucent ghost of the settlement, city, or road snapped to the nearest valid spot, so you always know exactly where a click will land.
  • The event log got a proper overhaul. It scrolls through the last 50 events, with a sticky bottom behavior that auto scrolls new events into view only when you are already at the bottom. Scroll up to read history and new events stay out of your way until you come back down.
  • Audio got a thorough pass. Dedicated sounds now play for dice shake, dice throw, placement, resource gain, chat messages, your turn chime, and the winner announcement. Every UI button across the game plays a click sound too, including chat, trade, ready, start, roll, end turn, leaderboard, discard, and panel close. Small change, big feel difference.
🪛 Fixed
  • Resource counters used to tick up the instant the dice were rolled on the host, before the flying icons even left the tile. The host side bump now waits for the visual to arrive, so the animation finally matches the number change.
  • The dice panel no longer resizes itself mid animation when a double digit total rolls in. Spacing and alignment stay stable from the moment the panel opens.
  • The dice result no longer spoils itself. Numbers stay hidden during the shake phase and only reveal when the throw sound plays.
  • The event log no longer squishes old entries to cram in new ones. Each entry keeps its natural height, and overflow properly goes into the scrollable history.
  • Flying resource icons that got destroyed mid flight no longer leave their target counter stuck below the synced value. The counter still completes cleanly even if the visual is interrupted.
⚠️ Known Issues
  • Bot AI is still early. Bots make valid moves but rarely pursue long term strategies like road chains or development card timing, so they are easier to beat than they should be.
  • The trade interface works but is visually dense. Scanning another player's offer at a glance is harder than it needs to be, and the layout will get a pass in a future update.
  • Development card plays do not yet have dedicated reveal animations. A knight play, a monopoly, or a year of plenty all just apply their effect silently with a log entry, which undersells the drama of pulling one of the big cards.
  • Lobby and map visuals are functional but unstyled in a few places. The harbor models, the lobby backdrop, and some of the hex tile detailing are placeholders and will evolve in upcoming updates.
  • Turn timer forces an end turn when it expires, but edge cases around being mid trade or mid robber move when time runs out may produce awkward transitions. Report any stuck states and I will prioritize them.
  • Audio mix is unbalanced in places. Some effects play louder than others relative to the background, and there is no in game volume slider yet.