Source: Steam Community (opens in a new tab)
Character Additions and Changes
- Combat NPCs now have a ready check for exiting the base to the wilds. They need full vitals and equipment.
- Combat NPCs will now head to the lowest HP teleporter as they exit.
- Combat NPCs can now have an order to repair teleporters.
- Added loot zone object order.
- Added study zone object order.
- Add bypass lock and pick lock order.
- Added scavenge zone object order.
- Added search zone order.
- Added view order.
- Added loot corpse order.
- Added orders for dealing with hostile zone objects (monstrous growths).
- Monsters can plant and tend their monstrous growths (if they have the skills).
- Added orders for dealing with passable and not-passable obstacles. (The only option for passable is scavenge.)
- Added move if attacked order based on hostile combat type. Coward moves away from the threat if possible, Culler moves to the lowest threat attack, Bruiser and Challenger move to the highest threat.
- Added self toggle ability order condition for the apply buff order. Enables toggled abilities like Stealth.
- Added self conditions for low health, power, stamina, and calories for the heal order. The order will look for a heal that matches the problem.
- Configured basic order sets for combat NPCs and monsters.
- Monsters now level up with a base exp requirement times level.
- Did a balancing run of stats and abilities for Frost Slimes, Shadow Rats, and the other monsters.
- Development stats for users are dynamically generated from available stats. Civilians and combat NPCs have different priorities. (Dev stat order is used to determine what training is done and what system exp stat boosts are bought from the shop.)
World Mechanics Additions and Changes
- Obstacles are now counted as hostile if they cannot be passed. This allows NPCs and monsters to attack them.
- If obstacles can be passed, they don’t obstruct vision. This primarily affects unlocked doors.
- Monsters can now pass through unlocked doors.
Ability Mechanics Additions and Changes
- Abilities can now fail on encumbered or immobilized conditions.
- Flying removes cost penalties for encumbered and immobilized. This is for powered flight, that doesn’t care about your physical strength, only about total weight of equipped gear.
- Added Coalesce Mass heal ability to Frost Slimes.
- Added Icicle Shot ranged attack to Frost Slimes.
Path Additions and Changes
- Paths now have flat mana costs for leveling. We’ll see how this works, but the idea is to prevent the obvious benefit of buying cheap levels on all available paths. Also, I don’t want to limit total player paths.