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.
0.54.0
- Gold mines work Warcraft III's way: one worker inside at a time for a second, ten gold a trip, extras wait in line at the mouth. ?mine=inside and ?mine=off keep the old ways.
- Workers inside a gold mine can be heard digging, muffled through the rock. ?minesound=off silences it, ?minesound=thud is the other voice.
- Fixed the landscape phone HUD so MENU, HOME and the queued-order latch stay apart at full thumb size.
- Fixed non-hero units wearing a Champion rank badge and XP bar.
- Clarified the idle-worker badge controls for touch and desktop players.
- Fixed Orc and Spooky Guys heroes wearing Devotion's ring and granting its armour; those effects now belong only to the Human Champion.
- Fixed the Easy computer delaying its first army because an air building it could not build changed what it saved for.
- Gold mine counter now shows every worker on the mine as 9/5 instead of 5/5+4.
- Soldiers now push through a held gate instead of pacing outside it: a body blocking a chokepoint gets attacked rather than shuffled around.
- Reloading your tab after a game update landed mid-match no longer breaks the game for your opponent: you are told you cannot rejoin instead.
- A player who was disconnected when the server restarted is now told they cannot rejoin, instead of the match silently ending for their opponent too.
- Raised the tier-3 human hall's two corner spires clear of the hall roof, so its three roofs read at three heights instead of one flat band.
- Fixed the computer opponent walling its own worker out of its own building site: it now refuses a spot its builder cannot walk to.
- Fixed units sent at a tile one of your own is standing on: they now stop beside it instead of re-planning the same blocked route every tick.
- A game update no longer ends an online match in progress: both players are back in the same world after a short stall instead of being told the match is already under way.
- Move, patrol, drawn-route and fall-back orders now flash their ground mark for the same half-second as a right-click; a fall-back no longer shows two marks at once.
- Opens faster the second time: the game keeps its baked sprites between visits, so a reload of the game or the gallery skips most of the loading screen.
- Sharing a match can now keep the player names: tick "Keep player names" beside SHARE. Off every time, so a shared replay still says Player 1 unless you ask for the names.
- Workers now dig inside the gold mine, five at a time, and the rest queue at the door — the crowd at the mouth is gone and a raid cannot reach the men underground.
- Soldiers sent into a walled base now take up the march again the moment the wall comes down, instead of standing in the hole they just made.
- Fixed every area effect landing twice: a Ground Stamp hit for 16 where it says 12, and the computer counted every enemy it could see twice.
- Your own soldiers are solid now: you go around them instead of through them, so a surround holds its shape and the back ranks wait their turn. Fights last longer.
- Every army now stops at 100 food, whatever your race. Housing built past that is wasted, so a hundred food is the whole army you get.
- The computer no longer piles a dozen workers on one gold mine; it sends each spare hand to the nearest mine with room to work.
- The pointer no longer flips to the browser's white hand over the hero's abilities: the game's own drawn cursor now holds everywhere in the interface.
- An ability your hero has not learned now says so on the button — LEVEL 4, LEARN or SKILL POINT — instead of just looking greyed out like something you cannot afford.
- The main menu no longer reloads itself a few seconds after it appears: a new build is taken up before the loading screen leaves, or on your next visit.
- The battle behind the main menu is there when the menu is: no black screen while it loads, and no black flash when you pick a different race.
- Taught the computer to keep the vigil: a Human opponent with a priest now buys Keep the Vigil instead of silencing its own healer with Take Up Arms.
- The catapult loop on the About page now actually plays: its poster still had been sitting on top of the video for everyone.
- The way back from the practice scenes and the no-replay screen now says MAIN MENU, not "the front page": this is a game, not a website.
- The About page shows the game on a phone held sideways, life size, and finally shows the Spooky Guys: black halls, glowing doors and the wagon outside, a real town from a real match.
- Every picture on the About page fills its frame at every window size; two had sat off-centre and left a dark strip down one side on a wide screen.
- A body the dead can still use is now marked by a skull lying on the corpse, not a pale spike standing over it, and only an Spooky Guys player is shown the mark.
- The FOOD mark on the top bar is a roast drumstick now: dark brown meat above, a clean bone with a small rounded end below. It used to read as a pale potato.
- The temple's Keep the Vigil hourglass is drawn straight: the two halves mirror each other and the sand runs through the waist instead of stopping at it.
- On a phone the About page's pictures now fit the screen instead of being cut off: each is shown whole, scaled to the window.
- With Attack armed, the pointer shows the sword over any body the click will strike — your own units included — instead of the attack-move crosshair.
- An attack on a unit now brackets that body in red instead of stamping the attack-move X on the ground, so you can see you ordered them to hit that one, not to march there.
- Attack Ground now winds up like any other shot: a catapult told to shell a spot cranks before the boulder leaves, so you can see it coming and walk out from under it. It used to fire instantly.
- Five hero ability buttons are redrawn to read at the size you press them: Devotion, Ground Stamp, Ancestral Rite, Dread and Grave Tide.
- The Porters' Yokes upgrade button is a carrying pole hung with two unequal loads now, not a pair of balance scales.
What the game is · The desktop app
© 2026 Mark Haslam. All rights reserved. "Not Enough Lumber" is a trademark of Mark Haslam.