Character Additions and Changes
Added AI ability orders and behaviors to NPCs. Abilities (innate, weapon, and consumable) are loaded into type sets, ordered by base power rating, and updated as abilities are added, removed, or leveled. NPCs then use those lists per turn across appropriate spotted targets to find the first matching valid action.
Targets are ordered by character behavior settings for both hostile and friendly abilities. Current profiles:
- Bruiser - Attacks highest HP target;
- Culler - Attacks lowest HP target;
- Challenger - Attacks highest threat;
- Coward - Attacks lowest threat;
- Healer - Heals/buffs lowest HP friendly;
- Buffer - Heals/buffs highest-level friendly;
- Bolster - Heals/buffs lowest-level friendly.
Also, enemies will prioritize attacking units that attacked them last turn. (I may split that into separate profiles.)
I also added more utility combat-related orders:
- Teleport to base if any resources critically low. If in a spatial disruption, attempt to move to a non-disrupted zone.
- Heal/buff self if health or power low;
- On base, salvage own corpse at pylon (this can happen if a successful teleport home is made while taking a death blow).
- Use Medbay if health low;
- Rest in Residential if health, stamina, and power are not topped off;
- Study inventory item;
- Equip better gear;
- At shop, sell excess gear and upgrade gear. NPCs have a preset inventory they will endeavor to replenish and upgrade. NPCs will also attempt to spend prestige before credits.
I do intend to add civilian equipment that will need upgrading, and civilians may also rest occasionally, but they shouldn't need many of the above orders.
Ability Mechanics Additions and Changes
- Using combat abilities now generates a threat rating, which can attract or repel hostile attention, depending on monster type. The rating is the total power output of the last ability, so AoE abilities tend to gen the most threat (since their output totals the power applied per target).
- Added a Taunt combat ability to buff threat.
- If immobilized or encumbered, and not flying, evasion is either disabled or halved. If evasion is disabled, no evasion exp is gained.
Room Additions and Changes
- Free power recharge is now in Residential (along with health and stamina). So resting now regens all three resources,
- Training stations that use room level now have a base speed that the level multiplies.
World Mechanics Additions and Changes
- Boundaries no longer add obscuration to remote detection. Piercing stealth in a remote zone is still twice as a hard as in the same zone.
