What changed
Written for somebody who plays the game rather than somebody who reads the code. The same list is a feed if you would rather not come back.
0.51.0
Gameplay
- Siege engines are mended by a worker now, not healed by a spell: right-click a damaged catapult with a worker in hand and the bill is a third of what it cost in gold and lumber. Priests refuse.
Interface
- The game has a front door at /about: what it is, a big PLAY, a clip of a barracks coming down under catapult fire, and five pictures out of real matches at the size the game drew them.
- A news page and a feed. Everything that has changed is at /news, newest first, and /news.xml is the same list for a feed reader.
- NEWS on the main menu opens that list inside the game, and a dot appears beside it when something has changed since you last looked.
Art
- Siege wheels turn as they roll. The catapult, ballista and plague cart have spokes that come round at the speed of the ground under them, in all eight facings, and the ballista's are timber now.
Online
- An online room widens or narrows its order queue to fit the slowest connection in it. Both players always share the same delay, and the room says so in one line when it changes.
- In a game of three or more, one client disagreeing about the world no longer ends the match for everybody: the majority plays on and the odd seat goes to the computer. A one-on-one still stops.
- Orders land sooner online. The turn batch is half as long and the queue one deeper: about 145 ms quicker from click to the unit moving, and half the swing between a fast order and a slow one.
- Carrying your record to another device works again: your code brings your wins, losses and fastest win across and joins the two devices into one player.
What the game is · The desktop app
© 2026 Mark Haslam. All rights reserved. "Not Enough Lumber" is a trademark of Mark Haslam.